Resident Evil 5: FAQ/Walkthrough

___ ___ __ _ __ ___ __ _ _____ ___ _ _ _ _
| _ \ __/' _/| | _\| __| \| |_ _| | __| \ / || | |
| v / _|`._`.| | v | _|| | ' | | | | _|`\ V /'| | |_
|_|_\___|___/|_|__/|___|_|\__| |_| |___| \_/ |_|___|
MMMNN?:~$DN
NN?:~$DN
MMNN=IDM
NNND?NMM
ND$OOO$7NNMNN
DOO7$???+Z$$7I=~~=IO8
OZ$$7+=~+~~:,:~+7O
D87+:,....,~~?I7$Z
DD7=,....,+=~+=IIZ
DZI?=,...===~==+7Z
OZII+,..,=+=~++?78
8Z7??,...~~~=+=+7Z
O$7I?,...~==+++?IZ
8Z77??,..,~+++??I7
ZI+=,....,=?I7I77O
O7+:,,,:,.,,:~+I7OD
8$?+~+?II=,...:??88Z
?I?+7I7I?I7,..~=,+I?I
~N++~8=?$IOO..=..,,8O
O8+?=8Z8II8~D,~..,,8Z
ZN:=+8=+7+8+,D,,,,:88
?I?==DO8=+8+,,?:+Z$N
DZI=~:~=:,,,:I$Z8D
DO+~~,,.,:~$ZO8D
DZ+,,.,,~Z8888D
DZ=,,,,:888DDD
DD=~:,,:$8DDD
NDZ~:,,~$NDD
NDZ~:::?8DN
NN$+=~=8DD
NDO??$NMNN
ND8$DNN
_____________________________
| Resident Evil 5 Guide |
| Created by: Axel7174 |
| FAQ and Walkthrough |
| Copyright 2009 Ryne Gardner |
|_____________________________|
Version History:
---------------
Version 1.00 3/20/09 - 4/01/09
--Well..... here you go. It took me a long time, but I got this off the ground
finally. I had a lot of things going on, like college, my 21st Birthday, and
other stuff. But here it is finally, my first new guide of 2009! Great, great.
I have a full walkthrough as well as some basic info, but lots of the extra
stuff has yet to be added. I'm also missing a few things like a couple BSAA
Emblems. I hope to have these and more added soon.
Version 1.05 - 4/03/09
--I found those last few BSAA Emblems I was missing (Huzzah!) and I updated
the walkthrough with them. Did a little bit more of the basic stuff and I also
did a major spellcheck that I wasn't able to do before, so the guide has less
errors than before. I'm also tracking down extra treasures too. This was just a
minor, quick update. Planning something better over the weekend.
Version 1.20 - 4/06/09
--Well, I'm on the cusp of Spring Break (hallelujah!) and I went to an amazing
show this past week to see A Day To Remember and The Devil Wears Prada. Was a
wild show. Anyway, enough about that, on to the important stuff. I was able to
make a decent sized update.
Here's what you'll find:
-Added 'Playing Co-op' section under BSAA Training
-Started the Your Arsenal section. Each sub-section added
-Found new treasures and added them to the walkthrough. Still missing a few...
-Updated the Uroboros boss fight info
-Updated the 5-3 boss fight and added maps
-Started the Additional Assignments section with the Trophies/Achievements
-Updated some of the opening info, forewords, etc.
-Added one new FAQ question
Table of Contents
/--------|RESIDENT EVIL 5|--------------------------------------------------
|
|1. Introduction........................................... [itro]
| * About This Guide
| * Using This Guide
| * Important Info
|2. BSAA Training.......................................... [BA00]
| * Controls
| * Playing Solo........................................... [BA01]
| * Playing Co-op.......................................... [BA02]
|3. Your Arsenal........................................... [BA03]
| * Weapons and Upgrading.................................. [BA04]
| * Treasures and Key Items................................ [BA05]
| * Managing Your Inventory................................ [BA06]
|4. Walkthrough............................................ [RE00]
| * Chapter 1-1............................................ [RE01]
| * Chapter 1-2............................................ [RE02]
| * Chapter 2-1............................................ [RE03]
| * Chapter 2-2............................................ [RE04]
| * Chapter 2-3............................................ [RE05]
| * Chapter 3-1............................................ [RE06]
| * Chapter 3-2............................................ [RE07]
| * Chapter 3-3............................................ [RE08]
| * Chapter 4-1............................................ [RE09]
| * Chapter 4-2............................................ [RE10]
| * Chapter 5-1............................................ [RE11]
| * Chapter 5-2............................................ [RE12]
| * Chapter 5-3............................................ [RE13]
| * Chapter 6-1............................................ [RE14]
| * Chapter 6-2............................................ [RE15]
| * Chapter 6-3............................................ [RE16]
|5. Additional Assignments................................. [exra]
| * Bosses................................................. [exbo]
| * Treasure List.......................................... [exva]
| * BSAA Emblems........................................... [exba]
| * Action Figures......................................... [exac]
| * Files.................................................. [exfi]
| * Trophies/Achievements.................................. [reth]
|6. The Mercenaries........................................ [remc]
| * Overview
| * Unlocking Characters................................... [mcun]
| * Strategies per Character per Stage..................... [mcst]
|7. Miscellaneous.......................................... [misl]
| * Frequently Asked Questions............................. [fak4u]
| * Contact Info........................................... [cifo]
| * Credits/Special Thanks
| * Legal Matter
|
| END BRIEFING
---------------------------------------------------------------------------
_____
__ \
/ | \
`| | \ RESIDENT EVIL 5 [itro]
| | ------------------------------------------------------------------
_| |_ / INTRODUCTION
\___/ /
_____/
About This Guide
----------------
Welcome dear friends, to my first guide of 2009! Huzzahs are in order! Ok,
never mind. Well, I actually have reasonable aims in this guide and I don't ask
for anything in return. I just do it for fun and maybe even boredom, as well
as to lend assistance and maybe even invoke a laugh or too. Hey, I try, maybe
not well, but I try.
Here we are, Resident Evil 5. Another long awaited title. Like many of you,
RE4 was my first real RE experience. Technically, it's not the first game in
the series that I played. I did play Resident Evil 2 on two occasions many
years ago, although I never played it for more than a few hours each time. RE4
was my first complete RE experience. If you're like me, RE5 is a welcome
continuation. If you're a long time RE fan, you will also hopefully enjoy the
ride.... and hopefully not whine on and on about the "lack of a scare factor".
Please, please...
Using This Guide
----------------
Here, it's all about quality... I hope. I'm delivering a comprehensive
walkthrough of the game, which although imperfect, will hopefully assist any
prospective gamers in not only getting through the game soundly, but also in
getting the most out of it possible. To navigate through the guide, use the
quickjumps located in the Table of Contents in conjunction with the ctrl+f
function on your browser. Use this to jump around quickly to a section of the
guide you want, or to pick up where you left off in the walkthrough if you are
using it.
In this guide I for the most part, completely avoid spoilers. I will not talk
about what goes on in the cutscenes with one or two exceptions, but even then
I will not divulge any critical plot info. I also have a spoiler warning in
place before a certain boss fight.
Important Info
--------------
If you have questions or suggestions of any kind, I humbly beg you to first
read the Contact Info section at the end of the guide. PLEASE read that
section first as I have an important policy on submissions. That's the only
thing I ask.
_______
_____ \
/ __ \ \
`' / /' \ RESIDENT EVIL 5 [BA00]
/ / -------------------------------------------------------------------
./ /___ / BSAA TRAINING
\_____/ /
_______/
Controls
--------
Here are your control schemes for both the PS3 and Xbox 360 versions of the
game. Both deserve the attention anyway.
There are four control schemes in RE5. You have the freedom to experiment with
each and see which best suits you. I will only being listing the button layouts
for A and D however as I feel these two are the most comfortable.
Type D
______________________________________________________________
|Action | PlayStation 3 | Xbox 360 |
|--------------------------------------------------------------|
|Movement |Left Analog Stick |Left Stick |
|--------------------------------------------------------------|
|Pick up/Interact/Melee |Square |X |
|--------------------------------------------------------------|
|Inventory |Triangle |Y |
|--------------------------------------------------------------|
|Command Partner/Open |Circle |B |
|--------------------------------------------------------------|
|Aim/Operate Turret |L1 |Left Button |
|--------------------------------------------------------------|
|Shoot |L1 + R1 |L. + R. Buttons |
|--------------------------------------------------------------|
|Reload |L1 + X |Left Button + A |
|--------------------------------------------------------------|
|Prepare Knife |L2 |Left Trigger |
|--------------------------------------------------------------|
|Slash Knife |L2 + R1 |L. Trg + R. But.|
|--------------------------------------------------------------|
|Locate Partner |R1 |Right Button |
|--------------------------------------------------------------|
|Show/Hide Map |R2 |Right Trigger |
|--------------------------------------------------------------|
|Quick Equip Top Weapon |D-Pad Up |D-Pad Up |
|--------------------------------------------------------------|
|Quick Equip Left Weap. |D-Pad Left |D-Pad Left |
|--------------------------------------------------------------|
|Quick Equip Right Weap.|D-Pad Right |D-Pad Right |
|--------------------------------------------------------------|
|Quick Equip Bot. Weap. |D-Pad Down |D-Pad Down |
--------------------------------------------------------------
With Type D you have something that might be useful for you FPS fans, or just
people who like me, were playing a lot of Call of Duty prior to jumping into
RE5, heh. It also feels reminiscent of Metal Gear Solid. The reason for this is
the Aiming being L1 or Left Button. Using the knife will take some getting used
to in this scheme. The advantage of this scheme however is that it lets you
turn left or right with the Right Analog Stick. This also takes a lot of
getting used to, but it is a very helpful feature.
Type A
______________________________________________________________
|Action | PlayStation 3 | Xbox 360 |
|--------------------------------------------------------------|
|Movement |Left Analog Stick |Left Stick |
|--------------------------------------------------------------|
|Pick up/Interact/Melee |Square |X |
|--------------------------------------------------------------|
|Inventory |Triangle |Y |
|--------------------------------------------------------------|
|Command Partner/Open |Circle |B |
|--------------------------------------------------------------|
|Aim/Operate Turret |R1 |Left Button |
|--------------------------------------------------------------|
|Shoot |R1 + Square |Right Button + X|
|--------------------------------------------------------------|
|Reload |R1 + X |Right Button + A|
|--------------------------------------------------------------|
|Prepare Knife |L1 |Left Trigger |
|--------------------------------------------------------------|
|Slash Knife |L1 + Square |Left Button + X |
|--------------------------------------------------------------|
|Locate Partner |L2 |Left Trigger |
|--------------------------------------------------------------|
|Show/Hide Map |R2 |Right Trigger |
|--------------------------------------------------------------|
|Quick Equip Top Weapon |D-Pad Up |D-Pad Up |
|--------------------------------------------------------------|
|Quick Equip Left Weap. |D-Pad Left |D-Pad Left |
|--------------------------------------------------------------|
|Quick Equip Right Weap.|D-Pad Right |D-Pad Right |
|--------------------------------------------------------------|
|Quick Equip Bot. Weap. |D-Pad Down |D-Pad Down |
--------------------------------------------------------------
As you can see, Type A most closely resembles the control scheme of Resident
Evil 4. I was intent on using this scheme for the familiarity, but
unfortunately, I was way too brainwashed in hitting L1 to aim. Still, this is
probably one of the better schemes. What you lose here those is that more
free movement allotted by the Right Analog Stick with strafing. Not being able
to strafe may seem more natural but you can seriously put yourself at a
disadvantage by doing so. Still, it's your call.
X-Actions Broken Down-X
[Square Actions]
The Square button (or X on 360) will be a frequently used button for you. It
lets you pick up ammo and goods, as well as check out areas or interact with
certain things. It will also be a prompt button for those interactive
cutscenes. Yes, those are back again.
[Circle Actions]
Circle is primarily a co-op button. If you're playing on Solo, you can tell
AI Sheva to pick up ammo and she will. Circle will also let you move on to a
new area when you reach the door at the end of a map. You can't move on until
your partner gets into position however. AI Sheva does this automatically, but
a human partner must get to where you are manually and hit Circle also.
Circle will also let you make simple communications. They differ depending on
the situation. The most basic one is "Come on!" Hit Circle after your partner
gives you an item or uses an Herb on you however and you'll say "Thanks!". Hit
it after your partner dispatches an enemy, and you'll say something along the
lines of "Nice shot!" These are simple communications that allow you to get a
point across and can be helpful if you or your partner do not have mics.
Finally, Circle will be important in all situations where you must operate two
levers or switches at once. Again this requires cooperation between both human
partners.
Playing Solo [BA01]
------------
Going it alone is a popular choice for people playing through the game for the
first time. You avoid being tugged into the latter parts of the game too early
by a friend and it also lets you unlock more things by yourself. In the long
run though, solo play doesn't have the same feel, atmosphere, and spontaneity
(good or bad) that co-op has to offer you.
If you're going solo, you have to get used to the computer controlling Sheva
(AI Sheva) and its behaviour. In some situations, AI Sheva is a very helpful
partner. There will be plenty of moments however, that will leave you
speechless becuase of her stupidity.
AI Sheva will automatically attack enemies that are in range or seek them out,
depending on your setting for her (more on this in a bit). She'll automatically
go search out boxes and open them, unless Chris gets too close. She procures
items for herself and she'll even be able to judge when Chris needs them more
and hand them over. In this regard, and many others, she is a useful ally to
you. In the toughest of firefights, you'll be glad to have her with you. She
also adds more space to your limited game inventory and this gives you another
dimension of gameplay.
On the other hand, the AI has some annoying behaviours. For one, AI Sheva is
completely incapable of finding a clear line of sight with which to fire from
if she's in Cover mode. You'll inevitably find yourself in many firefights with
her wasting precious ammo into Chris' back. Majorly annoying on two counts.
Second, you can't tell her not to attack at all, which can be detrimental in
getting certain Trophies or what have you if you're by yourself.
Overall however, the AI makes for a competent partner. There are two settings
for the AI partner, Attack and Cover. In Cover, AI Sheva will stick by your
side. She only drifts away when there are items or boxes with items very close
by, or if by default, she progresses on her own to wait for Chris to get to a
door or other area as part of continuing the story. In Attack mode, Sheva will
automatically seek out nearby hostiles and engage them. She'll often equip a
different weapon more suited for this, should she have one.
There are of course, advantages and disadvantages to each mode. Cover is very
basic though and it handles just about every necessary facet of the game well
enough that you can play the game beginning to end with it. Attack mode is
helpful in a few specific situations in the game though. On the one hand, you
lose Sheva's companionship as she goes out to do things on her own. This means
you can't immediately heal her or trade items with her unless you go track her
down. The advantage is that she equips stronger available weapons which not
only puts less of a strain on your precious supply of handgun ammo but it means
she has an easier time protecting herself and helping you clear out the bad
guys.
By default, AI Sheva in Cover mode will use her handgun only. If she runs out
of ammo, she'll go to another gun, depending on what you let her hold. If she
has no ammo or even guns, she won't do anything but stand around (yeah, she
will not use her knife) which can be a major liability in the long run. For
this reason, and for others, it's very helpful to upgrade Sheva's guns and
have her hold extra guns that Chris isn't immediately using.
Playing Co-op [BA02]
-------------
You'll find an overwhelming number of advantages in grabbing a buddy to kill
zombies with. Having a human partner adds a dynamic so immeasurably helpful
and fun to the game. Your mindset and your experience changes with another
player aiding you. Teamwork will go hand in hand with a profound gaming
experience.
-HOSTING AND JOINING GAMES-
So, how do you link up with a buddy? Well, assuming you're not one of those
people who sits all alone at home with the blinds down, it's not too hard.
Capcom decided to make things a little bit more complicated and didn't include
a simple "Invite Player" feature. Here's how you do it.
First, you need to host a "session". Do this by either hitting New Game/New
Game+ or Continue, or hitting Chapter Select. Start a session on any level
and once you've hit the Organization screen, you can start to invite somebody.
To do this, hit the PS button (not sure what it is on 360 but I'm sure you can
figure it out) and on the XMB go to your friend's name who is also playing
Resident Evil 5 at that moment. Hit Triangle and you'll see the first option
clearly says, "Invite This Player". Do that and it automatically creates a
premade message to invite them. If they accept, you'll get an incoming request.
Approve and your partner will join you. Note that if you invite them while you
are playing, you will lose any progress you've made past your last checkpoint
and that is where you will resume from when you and your friend are ready.
If you are the one getting the invite, accepting is also an easy process. The
first mistake most people make is reading the message they received, expecting
the option to be in there. It's not. Highlight the friend that sent you the
invite (similar to sending above) and hit Triangle. Select the option "Accept
Invitation" and it will bring up the message you received. Hit X, and then
"Join" and you'll be shown the session you're joining. On the screen, it will
tell you what level your friend is playing, the character they are using and
the difficulty they are playing on. Once they approve, you'll be in! It's that
simple.
When playing co-op, it's obviously best to have mics, but it is by no means
required. Having mics just affords you quicker and more efficient tactical
prowess. When playing co-op, you have more options by holding Circle (normally
these options are just Attack and Cover). You can use these to make simple
communications like "Thanks", "Wait", and whatever else, should you not have
a mic.
The best part about playing co-op is that you have someone you trust (hopefully
you trust your friend!), who has your back, and may not only be able to share
their experiences with RE5 with you, but may learn something from you as well.
With a human player, you also don't have to worry about a dumb AI wasting
bullets into your back (unless you are getting in your friend's line of sight
too much or vice versa).
When you and your partner are linked up, you're brought to the Organization
Menu. Both you and your friend bring their own in-game inventories from both
characters to the menu. So, you'll have access to your Chris and Sheva's items
and weapons, and your friend will be able to use those from his Chris and
Sheva. You can exchange items with your friend, even weapons if you so
choose. Any treasures and gold will go to the same place. Both of you will
receive a copy of the treasures found and will be able to sell them as you
please.
Well, that's all for now. I may expand this with more info and tips, but you
got the idea right? Now grab a friend and go crazy! (Well, not TOO crazy...)
_______
_____ \
|____ | \
/ / \ RESIDENT EVIL 5 [BA03]
\ \ -------------------------------------------------------------------
.___/ / / YOUR ARSENAL
\____/ /
_______/
You have your assignment, you know the tricks of the trade. Now it's time to
get a look at your tools. Because nothing says "Die, fucker, die!" like a
shotgun blast to the head.... followed by two more.
Weapons and Upgrading [BA04]
---------------------
Like RE4, you'll be able to equip a number of different guns. You have a few
different classes of weapons, like Handguns, Shotguns, etc, and each class
has different guns, each potentially more powerful than the last. Without an
attache case this time, each gun takes up one slot in your small inventory
space and that's good. The rest can be stored in your Main Inventory on the
Organization Menu. NEVER SELL YOUR WEAPONS. You will get chicken feed for them.
You're not meant to sell them anyway.
Similar to RE4, you can upgrade your weapons with money and make them stronger.
You have the option of what facet you wish to improve upon, whether it be the
strength of the weapon, the amount of ammo it can hold in one clip, its reload
time, or other special attributes. The choice is yours and that makes it even
more fun!
Here's a list of each weapon, organized by class. I have provided their basic
stats and their stats at max, as well as the total cost of fully upgrading each
weapon. (NOTE: Reload Speed numbers are seconds, so lower numbers are good).
NOTE: I'm still in the process of fully updating this information below, so
there's a lot of blanks. If you see a blank, it means I honestly don't know
yet! Haha, sorry. I'll get to it when I can so hang in there, or e-mail me if
you want with info. I have to basically buy all the weapons again and upgrade
them so it will take a little while. I will be updating soon and I will most
likely change the format of this section later.
==========
|HANDGUNS|
==========
M92F
----
Cost: 2000
Found: Chapter 1-1
]--Firepower
-Base: 150
-Max: 250
]--Reload Speed
-Base: 1.70
-Max: 1.36
]--Capacity
-Base: 10
-Max: 100
]--Critical (increases chance of a headshot)
-Base: 0
-Max: 3 slots
H&K P8
------
Cost: 4000
Found: In the shop after...?
]--Firepower
-Base: 140
-Max: 300
]--Reload Speed
-Base: 1.53
-Max: 0.85
]--Capacity
-Base: 9
-Max: 25
]--Piercing (measures the power of the weapon in piercing through surfaces)
-Base:
-Max: 5 slots
SIG P226
--------
Cost: 4000
Found: In the shop after...?
]--Firepower
-Base: 180
-Max: 480
]--Reload Speed
-Base: 1.70
-Max: 1.62
]--Capacity
-Base: 8
-Max: 16
M93R
----
Cost: 30000
Unlocked: Completely upgrade the M92F to unlock it in the shop
]--Firepower
-Base: 170
-Max: 400
]--Reload Speed
-Base: 1.70
-Max: 1.36
]--Capacity
-Base: 10
-Max: 30
]--3-Round Burst (can fire up to three bullets in one pull of the trigger)
==========
|SHOTGUNS|
==========
Ithaca M37
----------
Cost: 2000
Found: Chapter 1-2
]--Firepower
-Base: 200
-Max: 400
]--Reload Speed
-Base: 3.00
-Max: 2.40
]--Capacity
-Base: 6
-Max: 25
]--Critical (increases chance of a headshot)
-Base: 0 slots
-Max: 2 slots
M3
--
Cost: 4000
Found: Chapter 3-3
]--Firepower
-Base: 300
-Max:
]--Reload Speed
-Base: 3.00
-Max: 2.70
]--Capacity
-Base: 5
-Max: 10
Jail Breaker
------------
Cost: 4000
Found: Chapter 6-1
]--Firepower
-Base: 180
-Max: 350
]--Reload Speed
-Base:
-Max: 1.82
]--Capacity
-Base: 5
-Max: 15
]--Attack Range (measures the spread range of the blast)
-Base:
-Max:
Hydra
-----
Cost: 30000
Unlocked: Completely upgrade the Ithaca to unlock it in the shop
]--Firepower
-Base: 280
-Max: 550
]--Reload Speed
-Base: 3.67
-Max: 3.30
]--Capacity
-Base: 4
-Max: 10
]--Attack Range (measures the spread range of the blast)
-Base:
-Max:
=============
|MACHINEGUNS|
=============
VZ61
----
Cost: 2000
Found: Chapter 1-1
]--Firepower
-Base: 50
-Max: 100
]--Reload Speed
-Base: 2.83
-Max: 2.27
]--Capacity
-Base: 50
-Max: 300
]--Critical
-Base: 0 slots
-Max: 2 slots
AK-47
-----
Cost: 4000
Found: Chapter 5-1
]--Firepower
-Base:
-Max: 250
]--Reload Speed
-Base: 2.83
-Max: 2.55
]--Capacity
-Base: 30
-Max: 50
H&K MP5
-------
Cost: 2000
Found: Chapter 2-1
]--Firepower
-Base: 60
-Max:
]--Reload Speed
-Base: 2.70
-Max:
]--Capacity
-Base: 45
-Max:
]--Piercing (measures the power of the weapon in piercing through surfaces)
-Base:
-Max:
SIG 556
-------
Cost: 4000
Found: Chapter 5-2
]--Firepower
-Base: 80
-Max: 180
]--Reload Speed
-Base:
-Max: 1.42
]--Capacity
-Base: 40
-Max: 80
Gatling Gun
-----------
Cost: 30000
Unlocked: Completely upgrade the VZ61 to unlock it in the shop
The Gatling Gun has no stats that can be viewed or upgraded. Instead, it has a
set range and accuracy. It has infinite ammo.
========
|RIFLES|
========
COMING SOON
=========
|MAGNUMS|
=========
COMING SOON
==========
|GRENADES|
==========
COMING SOON
=======
|OTHER|
=======
COMING SOON
Treasures and Key Items [BA05]
-----------------------
Again, like in RE4, you'll be able to find a lot of treasures and these will
become the main source of income for you. Any gold you find is just icing on
the cake. None of the treasures can be combined this time and are sold as is so
get rid of them immediately to reap the rewards.
You can carry as many treasures as you want, they are not stored in your
in-game inventory. You can find them on the Organization Menu under a separate
tab. Select Organize and then hit R2 to find them. Here you can view their
details, and sell them off. This menu also records what treasures you've found
in the game. For a complete list, see the Treasure List under Additional
Assignments [exva].
You'll also have Key Items. Things like keys and puzzle objects are nothing
new to Resident Evil. These are not stored in your inventory either and you
never take them with you outside of the stage in which you find them. You can
see that you're holding one when it appears in the top right corner. You can't
get rid of these items until you use them, but you almost always do immediately
after you acquire them.
Managing Your Inventory [BA06]
-----------------------
Ok, this is an important part of the game. The days of the attache case are
gone. Yes, I'll give you a moment to grieve as well. .............Good? Ok.
You have two inventories basically. Your in-game inventory is comprised of a
3x3 grid (9 slots) accessed by hitting Triangle. Chris has one and Sheva has
one so this makes for 18 possible inventory slots. Every item in the game takes
up just one slot and they can be stacked up to a certain max number (ex. you
can hold up to 50 pieces of Handgun Ammo in one slot. If you have 51, the extra
bullet takes up a new slot).
You have a much larger storage space available to you though. I refer to this
as the Main Inventory. You can access it at the Organization Screen and you
will do this any time you begin or continue a stage, or after you die. The
Organization Screen is where you can manage all three of your inventories and
store away unneeded things. Never sell your guns that you're not using; you
always get 1/10th their value. Even selling excess ammo is pointless until you
start to unlock infinite ammo.
On the Organization Screen, you have three main options: ORGANIZE, BUY, and
READY. Organize lets you manage, sell, and upgrade. Buy lets you into the shop
to pick up weapons and items. Ready means you're done and ready to move on to
the mission. Under Organize, when you select an item in your inventory, you
have even more options:
REMOVE - The item will be removed from your personal inventory and stored in
your Main Inventory.
GIVE - The item will be given to your partner if they have room. For guns, they
cannot accept it if they already have that gun.
MOVE - Change the slot in which the item is stored in your personal inventory.
You can also do this by hitting Square.
SELL - Allows you to sell the item.
Upgrade - For Weapons only. Upgrade your weapons with money.
Also on the Organization Screen, you have your Treasure tab where you can look
at your treasures (see above and see Treasure List). You have a lot of
available space on the Inventory tab. Here you can stack even more items than
in your personal inventory (999 max of any ammo). This is also where you will
upgrade your weapons with your collected money.
With limited personal inventory space, it's very easy to get overloaded in
each stage. Learn the tricks of the trade and you can free up space and then
develop good judgement skills and be able to priortize items.
-Give higher priority to Handgun Ammo. It's your most used gun for the most
part and you also have to make sure Sheva is well supplied.
-Keep ammo with the player who needs it. Don't have your partner or AI Sheva
hold Rifle Ammo if you're the one holding the rifle. Request the ammo if you
have the room. This will not only get you the ammo, but it frees up space for
your partner.
-If you're playing solo, entrust your healing items to AI Sheva. She has good
judgement in using them and it frees Chris from the responsibility and allows
you as the player to focus on shooting.
-Always combine ammo to free up space. If you have two slots of Handgum Ammo,
one with 35 pieces, and another with 8 pieces, combine them to make just one
item.
-Learn what grenades are more valuable. Hand Grenades are for the most part
the only grenade to make room for. If you find Flash Grenades though, there is
a good chance you'll be needing them soon, so find room as well.
-If you're nearing the end of the stage, feel free to load up. You can just
dump excess stuff when you hit the Organization Screen.
-Try not to carry more than four or five weapons. It just makes things harder
because you'll run out of room very quickly.
-When you get a feel for each stage, you'll learn what parts may be made easier
with say, a Magnum, or more grenades, etc.
-If you're stuck, feel free to back out after a checkpoint and reorganize your
inventory.
As I said, when you get to the Organization Screen, store away the things you
don't immediately need.
_______
___ \
/ | \
/ /| | \ RESIDENT EVIL 5 [RE00]
/ /_| | -------------------------------------------------------------------
\___ | / WALKTHROUGH
|_/ /
_______/
Here's the walkthrough, the meat of the guide. Here I'll go be going chapter
by chapter, stage by stage. The boss fights will be delineated when necessary
and the walkthrough is detailed enough I think to get you through. Before
each stage, I will give you a heads up of the items, treasures and even weapons
you can find. They will be in the walkthrough text in ALL CAPITAL LETTERS so
you might see them easier. I will also point out particular moments where you
might be able to acquire a Trophy/Achievement (marked by the words "TROPHY
OPPORTUNITY") and where to find BSAA Emblems.
So we begin. Take a deep breath, ease those muscles and get ready. The journey
begins and it's one unlike any before. Prepare to face those fears...
_________________________________
/Chapter 1-1: Civilian Checkpoint \____________________________________________
[RE01]
Items and Intel
o------ITEMS-----o o---WEAPONS---o o-------TREASURES-------o
|Handgun Ammo x4 | |VZ61 (MG) | |Gold Ring - 5000 |
|Green Herb x5 | | | |Topaz (Marquise) - 3000|
|Red Herb | o-------------o o-----------------------o
| |
o----------------o o---KEY ITEMS---o
|None |
| |
o---------------o
After the scene, you'll gain control. Your new partner, Sheva, will be walking
along with you through the village. As you can see, there are a few locals about
and you can just get the sense they don't really like Chris. Although Sheva
will go on with our without you, you don't have to follow. There's nothing to
find in this little introductory gameplay, but you can see some interesting
things.
As you approach the first open alley on your right, you might catch sight of
one young man being forcibly dragged off by another two. If you proceed down
there, you'll see an extended scene of that. Get to the adjacent alley though,
and they'll be gone. Strange...
Head back to the main road and follow Sheva. You'll pass by some other
villagers beating on someone trapped in a sack (yikes). Again, all you'll be
able to invoke here are some menacing glares so just proceed on.
You'll see some boxes but you can't open them yet, just move left for a scene.
After that, continue toward the butcher shop, which is your destination. Use
R2 to bring up the GPS map if you somehow get lost.
MORE THAN MEATS THE EYE
Follow Sheva around to the side entrance and open the door. Enter and talk to
the man for a scene. After your contact is done speaking, open the silver case
in front of you. Note if you're starting a New Game+, you only have to equip
the weapons that will already be in your inventory slots now to skip ahead, but
doing so will let you miss out on a free gun which you can sell for... chicken
feed actually. Not a big deal either way.
Proceed toward the exit, but look to your right and you should see a wooden
crate. Bust it open with your knife and take the contents, 100 GOLD. That's a
start... To the left of that counter is another with two clipboards you can
read. They just share some basic tutorial info for you, which is useful if you
never played RE4 or RE5 before, or need a refresher.
When you're done, go back outside. Now we can explore properly. To your left is
a barrel with GOLD. The nearby corridor leads to your destination, so go down
there to find a carcass surrounded by a few crows. Shoot at them and you might
get some GOLD. There's nothing around the next corner so just duck into the
house on your right. Bust down the door and proceed in, past the strange sights
on the tables. At the far end, bust open the crates and barrel for GOLD, a
GREEN HERB, and more GOLD.
As you may have already noticed, when picking things up, you have the option of
taking them for yourself, or letting Sheva pick them up. Gold is irrelevant
because it goes to the same place. Other items can make a big difference on
who you choose to take them. I usually let Sheva take all the herbs and let
her handle the healing when I'm playing solo. It's up to you though.
Go down the adjacent hall and find another GREEN HERB on the shelf. Head out
the door next.
Outside, you'll hear an unsettling scream. Sheva runs ahead, so follow along,
going up the stairs to the door. You'll be treated to a scene following the
unfortunate demise of a young man who will subsequently turn on you. When you
gain control, he'll come running at you. Yay, our first enemy! I mean... OH
SHIT, AN ENEMY! Have those fingers ready because he'll be quick. Fire away
or if you want to save some ammo, try going for his knee caps to force him to
kneel. Get close and use an uppercut, then stomp him to end the fight. Chris
makes an appropriate comment and then you're free to leave.
Enter the next room and find five pcs of HANDGUN AMMO on your right. Let Sheva
take them if you're going solo. You can't really account for her shooting so
you need to compensate for that. It's like babysitting in a way, unfortunately.
It'll seem like there's no way to get out. Approach the window in the
northwest corner though and hit Square to jump out.
A VILLAGE ON EDGE
Move forward, then venture down the right alley. A quick scene shows a bunch of
villagers, (hereafter referred to as Majini) coming after you. When you get
control, seems like a more appropriate fight. Bring it on, right? Well, as they
start to fan out more and pile into the alley, that notion should quickly
vanish from your brain. You're vastly outnumbered, so don't even bother. Save
your ammo, turn, and run! Follow Sheva out of the alley and into the nearest
house. You're safe, for now...
x-If you decide to stay and fight-x
You're faced with an entire horde of Majini. And that is no understatement.
There are really a lot of them. Let me repeat that one more time. There are a
lot of them! It is highly recommended you run on your first time through. You
will most likely be unable to beat them, unless you're really hardcore or
something.
On a return trip, when you are better equipped, you can think about it. Stand
back in the alley or even around the corner, across from the safehouse. Wait
for them to come out of the alley and blast them with whatever you have. The
narrow space makes shotguns a good choice but watch your ammo. If you don't
have infinite ammo, this can really tax your supply. Fend off wave after wave
and one of the final Majini will drop the TOPAZ (MARQUISE) for you. Good find.
Now, inside the house...
Take the RED HERB on the shelf and let Sheva take care of it, if you're so
inclined. She automatically mixes them to save space so don't worry about it.
She also has a good idea of when to save a mixed G+R herb. For example, she'll
use a regular Green Herb (if it's available) instead of the mixed if your
wounds are not that serious.
Also take the HAND GRENADE and then mosey on over to the door. It's different
than the others. It's a 'co-op' door I guess you can say. After you investigate
it, you can only open it by hitting Circle. AI Sheva will automatically get
in place, but your human partner needs to do this him/herself.
Go in and find ten pcs of HANDGUN AMMO near the cardboard boxes behind the
counter. Bust open the various boxes and stuff for more HANDGUN AMMO, GOLD, and
MACHINEGUN AMMO. If you don't get MG Ammo, that's fine. From here on out, the
drops will have some random setting to them, based on the weapons you have in
your inventory, the ones you're using, etc. I can't account for that
unfortunately, so I'll be listing them more generally. Fixed loot will be the
ones standing out in the open for your sticky little fingers.
Once you got everything, drop down into the nearby hole. There's not much down
here other than some rats. They're useful actually, as they may drop some GOLD.
They're tough targets though, so you might want to see if you can corner them
and knife them, which is difficult, but doesn't waste any ammo.
Climb out and then claim the two HANDGUN AMMO boxes and the GREEN HERB. Open
the door and leave.
FAMILIAR TERRITORY
If you played the demo, this should seem very familiar to you. Go down the path
and drop down to enter the house. A scene plays. Yikes, sucks to be that guy.
Once you gain control again, prepare for an onslaught. Start by barring the
doors and windows which will buy you some time. Have Sheva push one if you're
playing solo, while you, as Chris, push the other. Next, begin snagging up all
the goodies inside this room. Slice open the melon pile for some AMMO. Bust the
nearby barrel for more or some GOLD. Open the drawer behind this spot, and
check the nearby table for more AMMO. In the adjacent corner, you'll find two
more pieces of AMMO on the table and under the tomatoes. Make sure if you're
going solo, you tell Sheva to pick up some of it.
Now you get to play the waiting game. As the Majini start to break in, take aim
and keep them out. If you feel confident enough though, let them in and take
them out so you can quickly access dropped goodies. You can make things easier
by standing behind the little barrier in this room, giving you at least a
little protection (though it doesn't put you out of the enemy's reach).
Eventually a quick scene shows a bunch of Majini busting through the roof. This
is a good time to escape this house. The big boy in town, the Executioner will
chop down the fence for you to enter the main part of this area. Quickly slip
by him (damn that's a big ass axe!) and flee. Use the nearby flame barrel to
start things off when the enemies slip by. Pick up any ammo drops nearby. You
only have your pistol so unlike in the demo, you're a bit underprepared. Don't
even think about taking out the Executioner now, it's just too difficult. Focus
on the Majini charging you, and watch out for them from all sides. You will
find a little aid though. In the northeast corner, near the wrecked car, you
can find a silver case on the table. Open it up and take the VZ61, which is a
small machinegun (MG). Nice. Chris can hold onto this until he gets a Shotty.
It's not a bad idea to use this chance to not even fight at all. Just run and
you can explore every inch of this place for goodies. This is a good idea
because strangely enough, once the fighting is over, they'll all disappear, so
now is your chance. Still, it's good to get some work in by defeating some of
the Majini, if not for extra ammo, then to contribute towards something. Also,
if you're playing a New Game+ or just have impeccable skill, you can defeat the
Executioner and get a GOLD RING.
[TROPHY OPPORTUNITY - STOP, DROP, AND ROLL]
See those piles of red barrels? They're not explosives. You'll pass one on your
way out of the first house. Wait for some enemies to congregate just behind it
and shoot to unleash some fire. If you're lucky, you can get three at one go
and earn this Trophy. If not, there's another to use, although it's harder to
get enemies with that one.
[TROPHY OPPORTUNITY - RIDE THE LIGHTNING]
Another useful, but slightly less obvious trap are the electric generators
hanging from high above in a few spots. They look like air conditioners kind of.
Wait for some enemies to get close and shoot it down to give them a shock they
won't soon forget. Just kill one of them with this method to snag this Trophy.
Kirk will contact you, telling you to wait a little longer. Great... Keep
exploring. You can find AMMO and a GREEN HERB in the small house on the west
side. Take the stairs to go onto the roof of this house, jump the gap and you
can find another GREEN HERB on the platform.
Eventually, Kirk will radio in again and that will be the end of that. The
first part ends.
DEFEATING THE EXECUTIONER
-------------------------
Taking this guy out is no small feat, but it can be done on your first time
through. It takes quick work, preparation, and a steady head.
To begin with, if you're planning on doing this the very first time through the
game, be prepared to die, especially if you've never played before at all.
The real threat is not so much the Executioner, as it is the countless Majini
surrounding him. This task will be a lot easier with a co-op partner.
Start off by finding the small house on the west side. It's the one with the
staircase on the side leading to the building's roof. Enter this house and
take the grenades. Hopefully you should have a small collection. Flee from
the house and find a good vantage point where you can see all the enemies
coming at you. You really need to be fully aware of your surroundings because
Majini will come from every direction. Again, a co-op partner can watch your
back. Otherwise, read the moments where you have a second to check your six
to make sure you're safe. The last thing you want is to be grabbed by a Majini
as the Executioner is bearing down on you.
Try to rely on grenades when there are a lot of enemies around. Any time you
lob one at him, be sure to go in for a melee. It'll soften him up very slightly
but if you have a co-op partner, they can combo off it. With just your pistols
stunning him is rather difficult, but it can be done if you focus your shots
on his head primarily. It can take 5 or more shots to the head to make him
kneel, so be aware of this and use this as a judgment factor as he gets closer
to you, whether or not you have the time to stun him. Continue using grenades
and before meleeing, try to pull off a few potshots at his head.
Part of the difficulty, outside of the Majini is that you only have your pistol
to work with initially. If you got the VZ61, that will help you somewhat, but
it's close to useless on the Executioner because it does not stun him easily
at all. The VZ61 will help you thin out the crowds though. Majini killing is
important because a lot of them will drop ammo which you'll need.
The most important thing to keep in mind is to not let yourself get trapped.
You have around 5 minutes before this ends prematurely. Try to move quickly
but at the same time, pace yourself and do not put yourself in unnecessary
danger. If you see a large crowd coming and you've no grenades, back away.
Use the rooftops and the bus to thin the enemies out and make use of the
explosive barrels. Don't get cornered up here either though. Always keep a
safe distance between you and the Executioner.
The Executioner himself has two main swings. The primary one is a well
advertised straight vertical swing. You can see this coming for the most part
(assuming you of course see him), and it's easy to sidestep. Just again, watch
out for Majini trying to hold you down. The other type is a lot more dangerous.
He'll make several aggressive swings in a row, each one getting closer to you.
You might be able to keep safe just by backing away slowly in a backwards
direction. Staying out of reach is of the utmost importance.
If you manage to kill the Executioner, your reward will be the GOLD RING.
_____________________________
/Chapter 1-2: Public Assembly \________________________________________________
[RE02]
Items and Intel
o------ITEMS-----o o----WEAPONS----o o------TREASURES------o
|Handgun Ammo x2 | |M37 Ithaca (SG)| |Antique Clock (2000) |
|Shotgun Ammo x2 | | | |Ivory Relief (2000) |
|First Aid Spray | | | |Gold Ring (5000) |
| | o---------------o | |
o----------------o o---------------------o
o----KEY ITEMS----o
|Old Building Key |
|Furnace Key |
| |
o-----------------o
Take a moment to do your first upgrades. Any time before a chapter or any time
that you die, you'll get an opportunity to sell your loot or other items and
buy new weapons, items, or upgrades. No merchant this time around. If you were
fortunate enough to get the Gold Ring from the Executioner, you'll be able to
sell that for a pretty penny.
I have my own preference for upgrades so I won't force them down your throat.
I'll merely make my suggestions, but the decision ultimately lies with you on
how to upgrade your guns, and that's actually the fun part. I tend to go with
Capacity upgrades first, then Firepower, so try to get 1 or 2 Capacity upgrades
for both Chris and Sheva's pistols. Trying to keep Sheva even with you is
helpful for a few reasons. In the long run, having her weapons stronger
hopefully decreases the amount of bullets she'll be wasting. Still, Chris'
weapons come first. Read more on this in the Co-op tips section.
If you can get a Firepower upgrade, get that too. Or, you can funnel some of
that money into an upgrade for the VZ61 that you just got. When you're ready,
move out.
---
Again, the place will be completely bone dry, so whatever you didn't get during
the fight, will be gone now. No reason to extend your stay so head through the
gate that Kirk so kindly opened for you during the scene.
Sheva will automatically run off to the left, so ignore her and go to the right.
Enter the tiny hut here to open a barrel and find some GOLD. Now go west as
Sheva did and down the alley. When you reunite with her, drop down the nearby
hole. Crack open the barrel here for GOLD, a larger sum worth 400g. Climb back
out and open the door together.
Go into the next home and pilfer the goodies inside. You'll find AMMO in a
barrel, as well as HANDGUN AMMO on the table. Leave now and you'll find a
broken ladder. Use the Assist Jump, assuming your partner is in position and
you can send Sheva up above on her own. It'll prove pretty much useless however
as Sheva notices there's no way in. Continue around the left side now.
Down the alley, you'll find a female Majini... feasting? o_O Yuck. Open fire
and take her down, then move out onto the main road. You'll receive an
unsettling radio call. Sounds like trouble which only foreshadows the same for
you. Watch for a Majini coming from the right. After that, go to the north and
in this little alcove find two barrels for more loot. A Majini on the other
side of this fence will spot you and climb over. Let him and then open fire.
A CRY FOR HELP
Go south now and you'll likely spot a young blonde woman being violently
dragged off. Ah, a young maiden in distress! You don't have time to gawk
however as yet another Majini appears and lunges at you. Take him out, then do
some more searching. Bust open the tomatoes on the left, then enter that house
there. Inside, a Majini will drop in on you, so kill him, then open the box
for more loot. Back on the main road, another Majini may be coming out of the
opposite building so deal with him.
Next to a broken ladder is an alley. Venture down this way, and crack open the
box for more loot. Leave and then approach the ladder for an Assist Jump. Sheva
will go find the OLD BUILDING KEY for you. Some Majini will appear too however
and they'll likely come after Chris so shoot them down, followed by possibly,
a third Majini. When the coast is finally clear, head through the doorway
opposite the ladder. Go through the door and then climb through the window
right in front of you to claim some loot inside a box. Leave and now go west
and south around the corner.
A Majini will climb over the fence as you turn the corner. Dispatch him, then
move on. Bust the barrel open for more loot, then continue. Another Majini will
appear out of a pile of boxes. Take care of him, then move further into town
to deal with some of his friends.
I'll take a moment to make a quick note if you're playing solo. This is just
one of a lot of tips I mention in the tips section, but I'll be reverberating
them throughout the walkthrough as a reminder. Since ammo is definitely a bit
more scarce, and you also have to account for two people, make sure you save
when you can. Try to coax enemies into melee attacks by shooting their heads
for a HOOK or a STRAIGHT, or their knees for an UPPERCUT. When they're down,
all it takes is a STOMP to finish them off. Your knife will also help save a
few bullets now and then.
Near the end of the road, split open the tomatoes for more ammo, hopefully.
Ignore the staircase and instead enter the door underneath it. You'll find
SHOTGUN AMMO on your right. Go upstairs and in the south, near the TV, claim
the FIRST AID SPRAY. Have Sheva hold on to that for safe keeping. Go out onto
the balcony now for a barrel. Next, go back inside and west toward the other
balcony. Two Majini will get the jump on you, but that's no problem! Bullets
solve most problems! If you go out onto the balcony they were hiding on, turn
left and open the chest. Inside you'll find the ANTIQUE CLOCK. Schwing!
[BSAA EMBLEM #1]
You'll be reading about these in the next chapter, but you can start the hunt
now. While in the house with the Antique Clock, go out onto the eastern balcony
and face south. You should see a small house across from where you are with the
sun shining brightly onto the roof. Just below the roof, on the side of this
house is a blue circular shaped emblem. Shoot this to begin unlocking more
goods under Special Features. Look for a few more coming up and throughout the
game as well, but I got you covered, so don't worry.
Now drop down and open the next door with your partner. A scene shows the
blonde woman again. Still in trouble, I see. First, spy the small house on the
left. It's got a blue circle in front of the door on your GPS Map. That means
it's locked and needs a key, which you just so happen to have. Use the Old
Building Key and open it up. Inside you'll find a box, but more importantly,
the M37 Ithaca shotgun on the wall. Schwing! Take that and get ready for some
click, click, boom. The only thing left to find is a barrel under the staircase
for loot. Take it and then go up that staircase to the door for a scene.
Man, you're really pret-OH SHIT! The fair maiden turns out to be just another
enemy. Or is she? She's the toughest enemy you've faced yet, surprisingly,
which makes her like a pseudo mini-boss. Worse yet, she'll be joined by a few
Majini soon enough. If you shoot her a few times, a parasite will bust out of
her head. You have got to be kidding... That's your cue to scram. The building
is not a suitable fighting space for all these foes so leave immediately, but
don't take the green door as you'll just end up trapping yourself. Go down the
stairs, and use this narrow space to fend off enemies while your partner takes
care of any from behind. If bug head shows up, use a grenade if you got one,
or just rely on your Shotgun. The thing takes a lot of punishment, so do what
you can.
Once it's dead, turn around and help Sheva out, as there will probably be
plenty more to deal with. Pick up any dropped ammo, especially Shotgun shells.
Also inspect the area where the parasite lady fell to claim the IVORY RELIEF.
Just follow your GPS for the most part, as there isn't much to be found. When
you get down the last alley though, turn right. Bust open the two barrels at
the far wall for loot. Also, open the lock on the door if you want, either by
shooting it or kicking it three times. When you're ready, enter the door.
MISFORTUNE FAVORS THE FOOLISH
Whew, whoever decorated this place sure has interesting tastes... In any case,
proceed down the halls and enter the next room to find... very little. Just go
around and up the stairs to the north. At the next corner, a member of Alpha
Team will drop dead before you. Take the contents of the nearby box, then go
into the next room. Take the loot from the barrel, then climb up the ladder.
In the north corner, take the loot from the two barrels. Go around the walkway
to the door, but don't go inside.
[BSAA EMBLEM #2]
Stand where the dead body is on the walkway across from the door. You should
be facing west. Look up as high as you can now and you should see a water tower.
There is an emblem amongst the support beams, so take aim for another.
Jump the gap to the left of the door and open the chest and you'll find a lot
of GOLD. Enter the door now for a scene.
When it's over, explore to find some goodies, including HANDGUN AMMO, and what
else you can find in two boxes in the corners. Exit via the blue door and go
down the hall to the elevator. Ride it down to the next area.
Open the barrel for loot, then proceed down the hall. Inside the next room,
besides a body, you'll have more barrels for loot. The door ahead is locked
unfortunately, so go south down the corridor, toward the dead body. Here,
you'll find the furnace. Pry open the barrels for goodies, then take the
FURNACE KEY from the dead Alpha Team member (thanks, pal). Open the barrels on
the south wall for more stuff, then leave. Go back into the main room and a
scene takes over. Oh God, what the hell is that?! Your first boss fight, that's
what!
BOSS FIGHT
___________________________
/BSAA B.O.W. File - Uroboros\________________________________________________
|
| Attacks: Lunge, Arm attack, Instant Death
| Weakspots: None
| ----------------------------------------------------------------------------
|That's one ugly mother! What can you expect though. Your only option initially
|is to fall back. Retreat to the furnace room and prepare to stand your ground
|there. As you most likely noticed, the room has a few gas containers. These
|will come in handy in a moment.
|
|As for the boss, he has a few attacks. He'll swing his arm at you when he gets
|within medium to close range. He'll also lunge at you. If you're dumb enough
|to let him get really close to you, he can grab you and put you through a
|rather gruesome instant death.
|
|The answer may seem to be to use the gas to defeat him, but that's only part
|of the solution. The real key is the furnace itself. If you played Dead Space,
|you should be able to figure out the rest. There's a few ways you can go about
|this.
|
|The easiest way is to come into the room on the north side and quickly topple
|the container by hitting Square. Wait behind it and watch for the thing to
|enter. Make sure it engulfs the canister, then bolt into the furnace. Yes,
|it sounds kind of crazy but it'll be fine. Wait for him inside and equip your
|pistol, or even shotgun if you've got butterfingers. Once he lumbers inside,
|fire at the canister inside his body to stun him. Take this chance to run
|past him and back outside. Hurry to the controls and activate them to close
|the doors. This will end the fight with a fiery finish!
|
|You can do this without the canisters however. The north side furnace exit is
|the closest to the controls, so logically, you want to leave that way. So if
|you want to do it without the gas, just run in on the south side, lure him in
|and just keep running. Make sure he gets in then quickly shut the doors. If
|that doesn't work, you can stun him with your shotgun by shooting his visible
|weak spots. Either way, toast him and you're done.
|
|If you come back to this fight later on in a New Game+ better equipped or if
|you're just a glutton for punishment, you can completely ignore the furnace
|strategy. Use the canisters to soften him up and rely on heavy firepower to
|mow him down. If you're serious about trying this your first time (not
|recommended) make good use of your Ithaca. Otherwise, come back another time
|and use heavy firepower to kill him the old fashioned way. If you kill him
|with your guns and not the furnace, he'll drop a GOLD RING. Nice.
|
-----------------------------------------------------------------------------
Unfortunately, the beast leaves nothing for you in its wake. Oh well. Just
head back to that door you were about to open before it jumped you. Open it up
with the Furnace Key and then go down the hall. Near the end, take the three
packages of HANDGUN AMMO from the silver case.
[BSAA EMBLEM #3]
Move forward just a tiny bit from where the silver case with the Handgun Ammo
is. When you enter that nearby hall, there is a chain link fence on your
right. Peer through it and you should see this emblem on the far wall.
Take the elevator and you'll be finished with this one after a scene.
______________________________
/Chapter 2-1: Storage Facility \_______________________________________________
[RE03]
Items and Intel
o------ITEMS-----o o---WEAPONS---o o--------TREASURES--------o
|Handgun Ammo x2 | |H&K MP5 (MG) | |Jewel Bangle x3 - 3000 |
|Green Herb x8 | |S75 (RIF) | |Sapphire (Pear) - 1000 |
|Red Herb x3 | | | |Topaz (Pear) x2 - 1000 |
|Hand Grenade x3 | o-------------o |Emerald (Square) - 1000 |
|First Aid Spray | |Ruby (Square) - 1000 |
| | o---KEY ITEMS---o |Emerald (Pear) - 1000 |
o----------------o |Port Key | |Sapphire (Square) - 1000 |
|Guard's Key | | |
| | o-------------------------o
o---------------o
Start by selling off any treasures and extra stuff you don't need. You might
as well keep extra ammo because you hardly get anything for it. You'll need it
soon enough anyway, even if you think you're overloaded, you will.
Buy more upgrades for Chris and Sheva's M92F pistols, Capacity and Firepower.
Also upgrade your boomstick, preferably with Capacity again since it doesn't
hold many shells.
---
Take a moment to explore this room. On the left you'll find a clipboard telling
you about BSAA Emblems. They sort of stand out like a sore thumb, but can be
easily missed.
[BSAA EMBLEM #4]
Find the first one in this chapter on the west wall. It's high up, near the
corner. Fire on it to shatter it.
Once you got that, open the silver case near the first clipboard and you can
find the H&K MP5, or just MP5. This makes a nice substitute for the VZ61, but
there's a problem. I'll spill the beans now and tell you that all the beginning
weapons are linked to uber weapons you can acquire later through some hard work
and money saving. It means you have to hold on to the weaker weapons for longer
but it will pay off later. However, the MP5 is the first second tier weapon
you have found so it can be worth holding on to. In this example, it replaces
the VZ61, but if you want, keep the VZ61 and keep upgrading it so you can go
toward the uber weapons.
This is entirely up to you on whether or not you want to go for the uber
weapons. It's a costly process but if you think you can manage, try it. I'd
almost say don't bother if this is your first time through the game. Again,
it's up to you. You can sell the VZ61 (not for much though) and make the MP5
it's permanent replacement. Alternatively, you can pursue the uber weapons, and
sell the MP5 or keep it as a backup (give it to Sheva). Throughout the course
of the walkthrough I'll be assuming you'll be picking up the new weapons, but
also making note of when I got the upgrades for the old weapons. This will
obviously throw some things out of balance with your own game if you're not
keeping them or whatever, so if you're affording more than me, there's a good
reason for that.
Whew, sorry about that. In any case, continue looking around. Bust open a pair
of barrels and a box for goodies. When you're good to go, proceed out the door.
Hm, nice view... I guess. Anyway, proceed into the maze of freight containers.
An archer up above on your left will spot you. Shoot him down and he might just
fall onto the tripwire setting off the explosives. Yes, both of these aspects
are back. If the device didn't go off just shoot the explosives themselves at a
safe distance. Proceed further inside.
You'll come across a fork and two more Majini. On your left is an opening with
some barrels, but it's on the other end of a tripwire. You can't see the
explosives from here so leave it for now. Go in and turn left, then enter the
container to find a GREEN HERB. As you leave, notice the ladder on the blue
container here. Climb up and shoot the explosive device from before now. Drop
down and pilfer the barrels and the box for loot.
Now go south through the maze, with a path between a yellow/green and a red
container. Go to the right and inside the yellow/green one though and find a
barrel inside. If you're lucky, it might just have a FIRST AID SPRAY. Go down
that corridor now and into a small opening.
MAN'S BEST FIEND
As you lumber into this opening, something will appear out of the nearby
alcove. It's a dog, but it's no ordinary dog. OH GOOD GOD! A few more will
appear to form a pack. Take out these nasties quick. The shotgun works wonders
as it will knock them back. If either of these things grabs you or Sheva, call
for or give help when needed. Keep them at bay with your boomstick and then
finish them off.
After that's over, deal with the archer and go into the alcove to the left of
where the dogs came in to find a barrel. Now, go south, past a tripwire and all
the way around, defeating any Majini you come across. Climb up the ladder, go
through the container, and drop down the other side. Follow the passage to exit
the maze finally, but company awaits.
You've got a few Majini, including an archer, a new type of fat Majini, and a
dog. You can take them out and use the barrels to assist you. This is a great
time to use any grenades if you got them. If you're worried about health, fall
back into the maze and let them come to you. This makes it a perfect position
for the shotty.
The biggest threat perhaps is the big guy. He'll unleash his mighty fists and
he isn't fazed easily by even your shotgun. More dogs will appear so save some
shells for them. If you can't bring down the big guy, use the VZ61 or MP5 to
really lay into him. Grenades are still very helpful if you got them though.
Take the JEWEL BANGLE from the fat guy, then deal with any other remaining
foes. Get the barrel in the southwest corner, then head for the large gate to
the east and open it with teamwork to proceed. Open the two boxes, then go
north across the bridge. You can just tell something's gonna happen...
Hop the gap and sure enough, here comes the bad year blimp. A truck comes
barreling toward you. Shoot it with anything you have quickly and it will
topple over. If not, it'll take you and Sheva into the drink for a game over.
Run past and a whole swarm of Majini will be coming toward you.
[TROPHY OPPORTUNITY - BAPTISM BY FIRE]
There's red barrels all over this place. Try to wait for a group to get close,
or if necessary, take some punishment to ensure a whole group gets close, back
away quickly, then fire on a barrel. If you can take out three at once, you'll
nab this Trophy.
Deal with the Majini with you machinegun and pistol preferably. Save your
shotty after all the ammo you just used. Make use of the barrels to save more
ammo. When the enemies are down, pick up the goodies and proceed.
At the other end of the bridge, enter the little warehouse for some barrels to
open. Crack open another to the west, then go down the adjacent stairway.
[BSAA EMBLEM #5]
At the top of the staircase, look to the south, toward the bridge again. From
the stairs, you have a good view of the support struts under the bridge. The
only one you see is covered in scaffolding and cloth. In the bottom corner of
this cloth you can see the blue emblem, just waiting to be shot.
Go down the stairs and equip your shotty again as you enter this tunnel. More
of those dogs will attack so be prepared. Pick up the goods and continue. Even
more dogs will appear! Take them out then go down the corridor, through the
door, and around the corner. Before opening the door, take the goods from the
two boxes on the south and north walls.
Enter the canal and you'll find some corpses. There's danger to be had however
as some strange flying creatures emerge from their bodies! They're called
Kipepeo and you'll recognize these baddies from the demo. They'll flutter
around and attack from the air, making them slightly harder to hit with your
pistol. Use whatever you feel more comfortable with and take them all down. The
last Majini will actually get up, but when you dispatch him, another Kipepeo
appears. Destroy it and you'll be done with this fight.
Before leaving, turn back around and at the end of the canal near where you
entered, find the shining thing on the ground. It's another treasure, the
SAPPHIRE (PEAR). Take it and then force the door open to continue north. Move
through the tunnel and then climb the ladder at the end. You'll come out in a
small town on the water.
SOMETHING IN THE AIR
Start by going forward and taking the GREEN HERB on the ground here. Enter the
house on the right for more loot, including another GREEN HERB. Next, go down
the stairs to the beach. Enter the water if you'd like and you can find some
GOLD if you look hard enough. More important however is the TOPAZ (PEAR) in the
northwest corner. Get out of the water now and move north.
Cut open the melon patch for loot. There's another on the other side so get
that too. Take the RED HERB in front of the house that also has your yellow
destination marker inside it. If you need to have Sheva hold some goods and
you're on solo, she'll make things awfully difficult by running off on her own
to the other side of the house. Go around the side yourself and climb up the
ladder. Go along the rooftops to the far north corner and take the EMERALD
(SQUARE). Drop down now.
Force open the green doors. Take the loot from the vegetable pile on the right,
then take note of the hanging corpse here. Shoot the shining object hanging
from the stake it's impaled with. Grab it to acquire the PORT KEY.
As Sheva brilliantly points out, you're outnumbered. Exit the house and find a
good vantage point, preferably where you can limit the possible directions the
foes will be coming from. Use the shotgun for crowd control, especially when
the fat Majini gets involved. Grenades again, help tons if you got them. Fattie
will drop another JEWEL BANGLE so take that, as well as any other goodies.
[BSAA EMBLEM #6]
Find a small green booth in this area. It's to the right of where you enter
this area from the beach. It's a small green booth that says "Charge" on it.
On one side is a small window you can peer into. It's hard to spot, but you can
barely see the edge of one of the emblems on the roof of this booth.
Beware the archer turning into a Kipepeo, you know, those flying bastards. Take
care of the rest of the Majini and when it's safe, use the key on the lock.
Another waits on a boat, so shoot his brains out, then claim the contents of a
barrel near the bow of the ship, as well as two more in the makeshift cabin
near the back.
Go along the dock and climb up the platform. Another gang of Majini will attack
but this time you've got help. Kirk will drop some rockets on them so just take
out the ones nearest you. Take the JEWEL BANGLE from the third fat Majini and
proceed.
[TROPHY OPPORTUNITY - BE THE KNIFE]
This is a silver, and with good reason. It's not an easy task. You can probably
do this a bit earlier, but this was the quickest situation I found. The problem
with doing this on solo is you have to account for AI Sheva taking out the
archers. Kirk will most likely kill off most of the enemies, save one. There
should be one surviving archer on the balcony of the far building. Run down
the alley and stop near the ladder. Align yourself so the Majini has a clear
shot. This is close enough for him to fire off quickly and more accurately for
you, but not too close where Sheva will start shooting. If she does, back away.
IF you don't get (and it takes many tries sometimes), there will be other
opportunities.
Before proceeding, climb up the ladder on the right to the rooftop. There will
be a GREEN HERB here.
[BSAA EMBLEM #7]
While still up on this roof, look to the north. In between the arches of that
building (the one the archer was located at), you should see the emblem on
the wall. Fire on it from here to add it to your collection.
Go around the building and toward another. A group of Majini will pile out.
Your machinegun or shotgun will help here. Watch out for more of the flying
bastards too. When that's done, enter the house they came out of. Open the
large case for the S75 Rifle. This is another beginning weapon that can lead
to an uber weapon later on so hold onto it for as long as you can if you want
it. It's a sniper rifle anyway, so really, there's no need to upgrade to
another one later for the most part. Give it to Sheva for now.
HOUSE CALL
Go through the red doors and you'll find another familiar area if you played
the demo. Travel straight and go around the building to find a dead end with
a car. Take the GOLD from the box on top of it though. Bust through the nearby
window and a trio of Majini will be waiting inside. Take any goodies inside,
including HANDGUN AMMO on the shelf. Go through the white door and take the
GREEN HERB on the ground here. Move north and then break open two boxes on your
left for goods.
Go up the hill and you'll see that Kirk is in trouble. More Kipepeo will come
at you so take them out. Send Sheva up above the broken ladder with an Assist
Jump, then venture by yourself up the path. A lot of Majini will rush you and
even Sheva might not be able to pin down them all so have the shotgun ready.
Help Sheva fend off more of the flying bastards and then proceed up the path to
the house. More Majini will funnel out so just use the shotgun to level them
all at once.
Once inside, go to the immediate left to where some bathroom stalls are. Inside
the last one is a Majini so get him before he gets the jump on you. You'll also
find a RED HERB behind him. Open the barrel for more loot, then return to the
entrance. Inside the next room, you'll find another RED HERB on the table.
In the northwest corner is a Majini and a barrel. The door here is locked so
head up the stairs.
More Majini will ambush you as you ascend so take care of them. On the second
floor, find a HAND GRENADE on the chair, as well as another outside on the
balcony. Now, before you proceed, ask Sheva for her Rifle and all her ammo.
Go up to the third floor and open the barrels. Take the HANDGUN AMMO on the
nearby shelf, and a GREEN HERB behind you too. Head out onto the balcony and
do an Assist Jump to send Sheva over to the next roof.
[BSAA EMBLEM #8]
Stand on the little outcropping where the Assist Jump is performed. Look back
north and up toward the roof of the building. There is a concrete column with
metal wires poking out. On the face of this column is the emblem.
Now you have to watch out for her. Hurry downstairs to the 2nd floor and use
your rifle and shoot any Majini attacking her to clear a path. Shoot the red
barrel in there to make this task easier. Eventually Sheva will run downstairs
and open that locked door. Hurry down there and join her in dealing with any
other approaching Majini.
More folks will show up so take them down as well. When it seems like the coast
is clear, start looking around for goods. Enter the big house, the one Sheva
was in, and open the boxes for some ammo or gold. Go upstairs to find a lone
barrel in the corner. Go back down and out the white door in the back. Move
down this alley and bust open the barrel, then head back out onto the main
street. Behind the ruined bus is a barrel, and near the staircase is a GREEN
HERB. Take what you can carry and move up to the gateway.
A scene plays and you've got another ugly customer to deal with!
BOSS FIGHT
___________________________________
/BSAA B.O.W. File - Chainsaw Majini \________________________________________
|
| Attacks: Chainsaw attack (Instant Death)
| Weakspots: Head
| ----------------------------------------------------------------------------
| As you can probably surmise, the chainsaw equates to a very sickening end.
|Unlike the chainsaw baddies of RE4 however, this guy tends to advertise the
|swing just a split second longer, so even if he gets right up in your face, it
|won't be over for at least another second, giving you time to get away.
|
|He'll be joined by other Majini so the key here is keeping a distance between
|you and them. Start out by retreating to past the bus. Use the red barrels to
|your advantage and shoot them as he passes by. Anytime you do this, he'll
|drop to one knee, so take that opportunity to run up and uppercut him to add
|a little more damage. Fall back more to the building and shoot the next barrel
|and repeat with another uppercut. Repeat this strategy with the barrel at the
|corner, but be careful as its position makes it a little more dangerous. Back
|into the alley and use the last barrel. Switch quickly to your grenades that
|got earlier toss them one at a time, using an uppercut in between each.
|
|The bastard won't go down that easily, so before he gets too close, retreat
|further and enter the house. You can use this alley and play merry-go-round
|with him until he finally dies. Another strategy is to hide behind the bus.
|The most important part is just keeping him at bay and avoiding contact with
|other Majini, so tight spaces help a lot. Once you're out of explosives, use
|your shotgun of course. Two blasts to the head should hopefully stun him for
|a Hook. When you hit him with the Hook, run past so that AI Sheva can get
|close and melee him too for a combo. Do this as much as you can to widdle him
|down until finally, he falls.
-----------------------------------------------------------------------------
Take the GUARD'S KEY from his body and now you can leave, after you mop up any
remaining Majini. Go east through the gate and around the next corner. Open the
door with the key and move on. A chest just beyond the door has a bunch of
great stuff for you. In addition to 3000g in GOLD, you can get a RUBY (SQUARE),
TOPAZ (PEAR), EMERALD (PEAR), and SAPPHIRE (SQUARE). Move over to the blue
gate and open it.
Enter the small house on your left for a GREEN HERB. Open the next gate and
enter for a scene. This will be a prompt scene like in RE4, where you'll have
to hit a certain button combo to survive. Do this three times, then watch the
rest of the scenes until the part ends.
___________________________
/Chapter 2-2: Train Station \_________________________________________________
[RE04]
Items and Intel
o-------ITEMS------o o---WEAPONS---o o-------TREASURES-------o
|Handgun Ammo x4 | |SVD (RIF) | |Jewel Beetle - 2000 |
|Shotgun Ammo | | | |Diamond (Oval) - 4000 |
|Rifle Ammo | o-------------o |Diamond (Pear) - 2000 |
|Flash Grenade x2 | |Diamond (Square) - 2000|
|Proximity Bomb x4 | o---KEY ITEMS---o | |
|Green Herb x6 | |None | o-----------------------o
|Red Herb | | |
| | o---------------o
o------------------o
You hopefully picked up a lot of treasures in that last part. Sell them all off
and buy some upgrades for your guns. If you stored away the VZ61, upgrade the
MP5 a little.
---
Read the document on the table and it'll shed a lot of light on what's going on
around here. Take the GREEN HERB and HANDGUN AMMO here and then leave. You have
your objective now; get through the mines.
Sheva will run along around the train cars. Follow, but equip your shotty. A
few unwelcome guests will be springing up. Approach the trip wire but don't
shoot it. Some dogs will appear from around the corner and from under the train
cars. Shoot the explosives to get a good jump on them. Use the shotgun to
dispatch the rest of them, including a large Hyena. Keep moving and more will
show up. Get some room and toss a grenade, then finish them off with your
shotgun. Take out the archers on top of the cars and one will turn into a
Kipepeo. Destroy it and cross the cars to find GOLD at one end.
[BSAA EMBLEM #9]
Standing on the car, look off to the west. Borrow Sheva's rifle and aim toward
the High-T electric tower. Hanging off near the top is an emblem.
Move on and in the next area, go into the southeast corner. On the wall near
the fence is an object. Gather it for the JEWEL BEETLE treasure. Return to the
cars and climb up. Jump across to the one with dirt in it. Go down here and
blow up the explosives before dropping down. You'll land in a mine cart which
will start moving immediately. Face forward and watch for two more tripwires.
Try to shoot the explosives before you hit them. When the cart stops, get out
and head back down the track, looking for some GOLD on your left near the end.
Turn around and use the elevator to descend into the mines.
A SHOT IN THE DARK
Down here, you can't use your GPS. It's also quite dark as one might expect.
You have the aid of a large battery generator flashlight though. Problem is
that it takes one person to carry and they can't use weapons while doing so.
If going solo, have Sheva take care of it. She's actually pretty good at
handling it for the most part. Just make sure you have Chris face in the
direction you want to see and she'll take care of the rest.
Take the GREEN HERB and get moving. After the first bend, you'll approach a
fork. The light reveals a bat on the ceiling. It's no danger to you, but you
can shoot it and it might drop some GOLD. At the fork, head to the right first
and take the RED HERB. Now go down the left path and through some water. In
this corridor, a bunch of Majini will approach you. If you think you can take
them, open fire. If you want help, instruct Sheva to drop the light and give
you a hand, but make sure she drops the light pointed toward the bad guys!
The first guy will turn into a parasite so have the shotgun ready. Back away
as necessary and make your shots until it dies. Proceed forward and you'll hit
another fork. With the shotty still equipped, make for the right, and knock
down the Majini there. Duck into this corner and use it to fend off the rest
that will be coming toward you. Keep the light forward and have Sheva help you
by putting it down. One will turn into a parasite, so use a grenade now if you
got one. Bust open the barrels and boxes here in the corner for goods. They
should include two FLASH GRENADES. These will come in handy. Proceed down the
other end of the fork now.
[BSAA EMBLEM #10]
You'll come to a bridge with water all around you. Take a moment to peer to
your right. On the wall is the next emblem. Shoot it down to add to your
collection.
Just past the bridge you'll find more Majini. Once again, at least one will
become a parasite so have Sheva give you a hand. Save your shotgun ammo by
favoring the handgun and just pop it in the head a few times. Keep moving to
reach another fork, where two more Majini appear. These ones are normal so
Chris can probably handle it himself. Move to the left first and take the goods
from the barrels and stuff. Go around the center and to the right side now
(both paths lead to the same place as you can see) and find the boxes in the
alcove here. Try shooting these from a distance though as one contains a snake.
Yes, they're back too.
Proceed into the next corridor and kill the Majini there. Take the loot from
the barrels, then follow the tracks out of here. As the tracks begin to turn,
notice a passage on the left. Enter here and go toward the lighted alcove.
Open the barrel but ignore the box or shoot it, as it has a snake inside. Open
the chest and you'll receive a DIAMOND (OVAL).
Move back out and follow the tracks up to a lighted area with a crank. Sheva
will drop the light for now so open the gate for her first by using the crank.
When she goes in, some Majini will ambush you from behind. Take out what you
can but just keep them away from you until the gate opens. Scurry inside and
the rest will be stuck.
Enter the main area and prepare for a big fight. A lot of enemies will come at
you and this space makes it easy for them to come at you at multiple directions
so fall back into the tunnel a bit. Some parasites are lurking too so be
careful.
[TROPHY OPPORTUNITY - GO INTO THE LIGHT]
At least five enemies here will have parasites. You should have gotten some
Flash Grenades earlier. Wait until the first two parasites emerge and then toss
a Flash Grenade. It will instantly kill both at once and easily earn you this
Trophy.
Don't let them corner you, especially in the tunnel. It's a good tactic but
you'll get trapped easily if you don't keep them at bay. As more parasites
emerge, use another Flash Grenade. Rely on the shotgun for the rest and save
ammo when possible by opting for melee. When the main attack force is down,
return to the room and take out any archers above. Ignore the crank here, as
it's the one Sheva used to let you in. Start climbing up now.
On the second floor, go over to one corner and take items from the barrels.
Climb the next ladder and deal with any more enemies up here. Take the GREEN
HERB near the barrel and the contents of the barrel itself. Find another on
the other side of a wooden railing. Go inside the tunnel here next.
[TROPHY OPPORTUNITY - FIREWORKS]
A few enemies in the mines will afford you this opportunity, so there's really
no big preference. One inside this tunnel will have a dynamite stick. When he
lights it, shoot it before he throws it for a quick kill and a trophy. This one
may not be the best choice for the trophy, as AI Sheva's dumb trigger happy
shooting will probably set off the parasite inside him, forfeiting your chance
for this guy to get the Trophy. Try on any other enemies with dynamite however,
you'll have plenty of chances as this part goes on.
Another passage in this tunnel leads to a dead end with some archers and
another dynamite thrower. Stay back and maybe he'll blow up his friends.
Otherwise, take aim from a safe distance or just throw a grenade in there
yourself. Once they're all gone, take whatever goods you can find, then go up
using the elevator.
To the right of the stairs, you can find some RIFLE AMMO and a GREEN HERB. Take
these and then head up to the doorway for a scene. Irving, who annoys the hell
out of me, will flea with an accomplice.
After that, it's time to take refuge in this house as you deal with the Majini
hordes outside. Take the GREEN HERB and the HANDGUN AMMO. Your main threat is
a gatling gun outside firing at the house. It's manned by one of many Majini.
Luckily, you have some help. Open the locker in this room to find the SVD
Dragunov. Again, sniper rifles are really powerful already, so upgrading to the
SVD permanently isn't necessary if you're looking to get the unlockable guns.
Keep the S75 if you want to do that. Either way, use the SVD or S75 and go near
the window. A new option appears, Take Cover. Use it and wait for the gun to
stop firing before taking a shot at the occupant. It's not over yet. More
Majini will probably take over on the gun so stay inside for now.
Some will enter the house though so divert your attention to them or have your
co-op partner take care of them. Keep taking out the Majini that take control
of the gatling gun until there are no more left. Head downstairs and out the
door at that point. Many archers remain so begin taking them out now. It's
better now because you can gather anything they drop quicker this way.
On your left, in the southeast corner is a high ledge you can climb up to.
Take the RED HERB here and the open the chest in the corner for a DIAMOND
(BRILLIANT). Now head to the northwest, past the gatling gun and take out any
approaching Majini. Next to the ladder is a hut with some HANDGUN AMMO inside.
Before climbing, use your gun and aim up at the very top of the ladder. Look
to the right of it and spot the sparkling object. Shoot it down to claim a
DIAMOND (PEAR). Now climb the ladder, turn left and take out the archer.
[BSAA EMBLEM #11]
When you get up to this high ledge, look back toward the building where you
encountered Irving. On a higher wall of this building you can see an emblem
in the corner. Use your sniper rifle to shoot it.
HORROR ON THE HILLS
Move north along the cliffside and drop down the ledges. More Majini will
descend on you. Grab the HANDGUN AMMO in the corner here and start fending
them off. You can send Sheva up above with an Assist Jump, but be careful. The
dynamite wielding Majini can hurt her pretty severely so be ready to run up
there to help if needed. Head up and help her out and deal with many Majini
coming at you from above and below. Especially beware the dynamite guys; there
will be a lot of them.
When you get the chance, find the ladder and drop down to the ledge below. This
is just above where you tossed Sheva up. Find the glowing object on the left of
the ladder. Shoot it down to get the DIAMOND (SQUARE). Climb back up and kill
any remaining Majini. Move on and find the green container. Push it together
with Sheva to clear a path. Just past that you'll find a few barrels, along
with some SHOTGUN AMMO and a GREEN HERB. Take everything but try to leave one
space open in Chris' inventory. You can probably tell what's coming next. Drop
down for a scene.
BOSS FIGHT
______________________________
/BSAA B.O.W. File - Popokarimu \_____________________________________________
|
| Attacks: Arm attack, Claw Attack, Swoop Attack
| Weakspot: Red area under tail
| ----------------------------------------------------------------------------
|These foes keep getting more bizarre! This bat... centipede thing is probably
|the toughest customer you've faced yet. It's completely invulnerable to all
|your weapons, due to its strong armored hide. It's similar to the flying
|creatures you've fought up to this point, but just a hell of a lot bigger and
|uglier. It will switch from walking to flying. Both are just as dangerous, but
|on the ground it moves fairly quickly. It's attacks consist of an arm attack
|that you can dodge with prompt buttons, as well as a much quicker swipe that
|it uses at close range. It will also swoop at you when flying, which is also
|avoidable if you can hit the right buttons.
|
|Still, you want to end this fight quickly, don't you? It's weakspot is the
|red fleshy area under it's abdomen and tail area. It's only visible when it is
|in the air and that's a decent opportunity to shoot at it, but it renders your
|ace, the shotgun, pretty much useless. To get a much easier shot at it, you
|need to ground this bird. An explosion is just what you need to stun it.
|Fortunate for you, there are proximity mines around here. This is why you need
|space for Chris.
|
|Start the fight off by just running around and gathering things, but most
|importantly, the Proximity Mines. Gather everything you can though, because
|whatever you don't get will be missed after the fight. Gather up all the mines
|and head down to the lower path. Plant one as centered as you can and wait for
|the beast to crawl over it. If it takes to the air, avoid its swooping attack
|and just wait to lure it again over the mine. When the blast goes off, the
|thing will be stunned and its tail will be visible. Run up close and fire at
|it point blank with your shotgun.
|
|When it gets back up, repeat this process with more mines. Every time you flip
|the creature, fire at it more. Don't waste time reloading if you reach the end
|of your shotgun clip. Switch to your machinegun or whatever, just keep firing!
|You'll probably run out of mines and the fight won't be over. Opt for Hand
|Grenades. If you don't have any, try to finish him off by shooting his tail
|while he's flying. It'll take some work and maybe a bit of trial and error,
|but the freak should go down.
-----------------------------------------------------------------------------
_____________________
/Chapter 2-3: Savanna \________________________________________________________
[RE05]
o------ITEMS-----o o---WEAPONS---o o----TREASURES----o o---KEY ITEMS---o
|None | |None | |None | |None |
| | | | | | | |
o----------------o o-------------o o-----------------o o---------------o
After all the scenes, you'll be manning the turret of the jeep as it wheels
through the savanna, being chased by... Zombie bikers? If only we could take
a postcard photo! In any case, if you're playing co-op, this part can be very
easy. It's not hard either on solo though.
Your first targets are easy, the bikers coming straight at you from behind. The
gun has unlimited ammo and it's got a good targeting reticle. Fire too much in
a short time though, and it will overheat. Look at the gun diagram in the
bottom right and the circle in the middle will slowly fill, telling you how
close it is to overheating. It also has a health bar, but it's not your health,
it's the health of the jeep, which yes, if depleted, means game over.
Start by mowing down each biker. Their main method of attack is throwing
molotov cocktails at the jeep, which hurt like a bitch. This can be used to
your advantage though. It won't even take precise aiming to shoot the molotovs
and cause an easy explosion, wiping the bikers out. Otherwise, just feed them
bullets til they go down.
Another wave of bikers replaces them, but before you can really unload into
them, the jeep will likely have to hit a sharp curve. Tap the button on screen
repeatedly to hold on tight. The penalty for not tapping it is not death, but
instead, a little bit of damage to the jeep.
Eventually, an armored truck busts onto the scene. Start shooting at the
occupants on the back and then the truck itself until it blows up. AI Sheva
will hopefully lend you a hand so if necessary, turn back to the bikers before
they unload on you with molotovs.
After the bikers, hold on by hitting the button that appears again. Another
truck comes in on the left, along with more bikers. Allow AI Sheva to focus
solely on the truck while you alternate between the truck and the bikers. After
they're down, you have another turn so get ready.
Right after that, Josh gets on the radio and you'll see a third truck on the
right.
[TROPHY OPPORTUNITY - DRIVE BY]
The trucks are armored by some makeshift plating. Focus on shooting at the
occupants first and wait for the truck to lose some pace with the jeep,
allowing you to aim at the driver window. It's barricaded so shoot at the
armor covering it until you can see the driver. Quickly fire at him and the
truck should go down shortly after. If you did this right, you'll get the
Trophy. You can do this on the second and third trucks, as well as most of
the others after that.
Quickly turn your attention to more bikers and yet another truck on the left.
Don't let them do too much damage so spray fire quickly. You'll eventually hit
a checkpoint. After that, your view will spin toward the front of the jeep,
where a blockade awaits.
Make your immediate focus, the red barrels sticking out near the front and
back of the truck, as well as one on top. Mow down some Majini as you go
between each target, but make sure you get those barrels. That should clear
the path for the jeep to keep moving.
As you pass over the bridge, turn the gun turret to the right. Once you clear
the bridge, another truck will come into view. Start firing on it immediately.
It will attempt to ram the jeep off the road and that will mean game over so
keep shooting until the truck blows up. Once it's gone, you have more bikers
to deal with so start picking them off. Eventually, you'll be done with this
sequence.
GOES BUMP IN THE NIGHT
You'll roll back into town at night for a scene. Things aren't looking too good
and they're about to get worse!
BOSS FIGHT
_________________________
/BSAA B.O.W. File - Ndesu \___________________________________________________
|
| Attacks: Stomp, swing, telephone pole swing, earthquake attack, boulder toss
| Weakspots: Parasites
| -----------------------------------------------------------------------------
|Yep, he's back and he's uglier than ever. This is similar to the savanna part
|in that it's just you and your partner with two gun turrets. You still have
|to be careful of them reheating, and the vehicle's life bar is your life bar.
|
|El gigante, or rather, Ndesu has a few attacks. Most of them involve him
|getting close to the jeep which is something you have to gradually prevent by
|having you and your partner keep fire on him. The big guy will try and get
|close and stomp on you, or he may try to swing at you, which you can dodge
|with prompt buttons. If you are playing solo, AI Sheva will do a decent job of
|helping you out, so worry only if you have a human partner, just to make sure
|he or she isn't dicking around.
|
|From the start, open fire on him as he draws closer. You should be able to
|stop his advance before he stomps on you. Aim primarily for the head, and if
|he leans back where you can't hit it easily, aim anywhere else. Just keep
|shooting to stop him from attacking.
|
|Eventually, he'll take enough punishment and back off, and two parasites will
|pop out of his body. These are your primary targets now so aim for them. If
|you're playing co-op, you can try aiming for both at once, or going for the
|same one. Ndesu will back away and he'll unearth a giant boulder! Take
|aim at this quickly and start shooting it before he throws it. Keep shooting
|it and hopefully you can stop it before it hits the jeep.
|
|Return your focus to the parasites. Also, if you want, take a quick second to
|fire at the Majini archers on the right. They won't become a big nuisance but
|don't leave them unattended either. Focus on Ndesu and keep him back
|until you can pop off both parasites.
|
|Once the first pair are gone, the biggest parasite and his main weakness will
|appear from out his back. This should seem familiar for RE4 players. Aim at
|parasite stalk and keep unloading until it recedes. Ndesu will likely
|approach the jeep and take a swing at you. Hit the prompt button to duck. Keep
|shooting now until he backs away in pain again. Four more guardian parasites
|will appear. You know what to do now.
|
|Keep Ndesu at bay while shooting down each parasite one by one. He won't
|make it easy for you though. He'll stomp the ground hard, causing a tremor, so
|hit the prompt button to hold on. He'll also use a new ramming attack, which
|you can halt by shooting him enough. The biggest new attack is how Ndesu
|will uproot a telephone pole and swing it at you. Again, hitting the prompt
|buttons will save you and should hopefully be easy enough. Once each attack is
|over, keep fire on the parasites. Take out those archers too if you get a
|chance though it is not as important as the parasites.
|
|When the big parasite stalk appears, you should have ample time to unload on
|it until like a giant pimple on prom night, it pops.
------------------------------------------------------------------------------
Watch the scenes and you and Sheva will be off.... alone.
________________________
/Chapter 3-1: Marshlands \_____________________________________________________
[RE06]
There was no monetary gain in the last part, so if you blew all your money
before the Savanna, there's really no point in spending much time on the
preparation menu.
---
BENEATH THE FOG
As the chapter begins, you get a cutscene with a very nice flashback so watch
that. You'll also learn a little bit more about Sheva. After that, you'll land
your boat on a small piece of land and officially begin.
Approach the body and pick up the BEAST SLATE. You can check the PDA message
from the corpse if you want. Check the skull on the left and bust it open with
your knife to receive a RUBY (PEAR). Now check your map.
Your destination (blue circle) is just up the shoreline, so let's just head
there now. While on the boat, use R1 to accelerate, L1 to brake/reverse. Hold
X while holding R1 to go faster. Head up the shoreline and toward the land
near the blue circle.
[BSAA EMBLEM #12]
Before heading to the blue circle, in between it and the starting point (in
the south part of the marshlands) is a column. On the south side of this
column is a BSAA emblem. The easiest way to get this one is on co-op, since
Chris can't shoot while driving, your partner can just get it for you. If you
are on solo, it's still possible, but a lot trickier. Drive to the south (where
you started this area) and use a sniper rifle from the dock to aim at the
column. It's very far away and can take several shots to hit. You can come back
later if you still haven't gotten this emblem and use the PSG-1 rifle with an
upgrade in the scope to make things easier.
When you're finally ready, go to the western dock and land.
Ignore the slot on the door; it's where you'll eventually put the slates. Look
to the right and pick up the SLATE MAP. This will add the locations of the
other pieces to your map. It's actually pretty useless since you can probably
determine by your own logic that the other pieces were already in these
locations. Oh well.
Start by going to the small island in the very center of the map. Navigate
around until you can dock. As you enter, look on the left fence pole to find a
BROWN BEETLE. Feel free to spook the chickens here and you might get an EGG
(BROWN). By spook I mean walk near them of course, not shooting them, you sick
bastards -_- .
[BSAA EMBLEM #13]
This is a sneaky one. You can really only see it from the dock where you got
off the boat. Stand right about there and look carefully at the hut and the
space underneath the stairs. Use a sniper rifle to shoot it in between the
steps.
Climb the tower on the right and break open the large vase for loot. Drop down
and in the nearby corner find two EGGS (WHITE). Finally, enter the hut and
break open the vase, then open the chest. You'll get the CHALICE SILVER inside.
Now return to the boat and let's pick a destination. If you're following this
guide, let's start by backtracking to the southwest. Go down that long stretch
of water down there until you reach the area to the far west.
Enter the inner "gate" and then go clockwise around the settlement until you
can dock. Hop into the first window you see and take the contents of the small
pot on the shelf. Proceed further and you should eventually trigger a scene.
Were you lonely? Not anymore. A wave of new Majini enemies appear and you'll
learn to hate them soon enough.
Back away to where you can target these guys more easily. You can retreat to
the ramp you used to get up here and that lets you account for any incoming
threats. Fire on them one by one but save ammo when possible. They're still
vulnerable to all your melee attacks. Beware the guys with shields. They're
tough to break through, even with a shotgun. Instead, you can instantly
destroy the shield by targeting the wielder's knees and following with an
uppercut. Fend off a large wave of them until the music dies down. You're
free to explore the rest of this area unhindered now.
Head out onto the large platform to the east. Take the MACHINEGUN AMMO and the
GREEN HERB, as well as whatever is in the pots. Open the chest here for the
IDOL (SILVER). Head to the northeast house for a lone vase for goods. Now go
to the northwest house, with the red X on it. Crack open the vase for loot,
then open the chest to receive the WARRIOR SLATE. You're done here so backtrack
all the way to the boat and get out of here.
It's not that easy unfortunately. Before you can get out, the Majini lock you
in. Now it's up to you to kill them all so you can leave. Obviously, whoever is
driving can't shoot and if you're on solo, this is you as Chris of course. If
playing co-op, one person will drive as the other shoots. Teamwork will be
necessary but for co-op or solo, the key for the boat is not to move too slow.
AI Sheva will have good aim even on the boat, but a human partner may not have
it so easy even if you're barely moving the boat so do what you can to get by.
The most important part is to keep the boat moving so the archers don't do too
much damage to you. After they're all dead, you can leave.
Motor out of there and you'll pass many more Majini. Just throw on turbo and
run them over. Back into the main area, make your next destination the
settlement on the east side. As you move through, you'll see some Majini posted
on the towers. It's best to ignore them and save your ammo, a notion AI Sheva
won't really bother to consider.
When you dock, you'll see this area is all water for the most part. As you
proceed in, venture to the left, and you'll quickly see you're not alone here.
This little bog is infested with alligators. Whether mutated or not (they do
seem pretty effin big) they're a clear threat. One snap and you're dead meat so
don't let them get too close. Two shotgun blasts to the head should be enough
to kill them, but don't bother. There's at least ten of them in here and that's
way too many. You're much better off running as they can only attack you if you
let them by slowing down in front of them. If you're playing on solo, they
don't seem to go after Sheva either, but be careful on co-op.
Keep going to the left, to the north side of the bog. Locate a lone tree here
and investigate it to find a BEETLE (BROWN). Now go around the center and
toward the big boat. Your destination is the little area to your left, so you
have to duck into a narrow opening. Stop before you get there though, as a
gator will likely be guarding it. Let him come closer to you then when the
opening is clear, go around him and slip inside. Notice a glowing sparkle on
the right pole of the entrance? Quickly turn around when you get in and grab
the RUBY (PEAR). Head to the back now and climb up the ladder.
Go around the hut and enter the first window. This will trigger some Majini
to appear. Stay back and just deal with them with your shotgun or whatever else
you have. Pick up any loot they drop then mosey on over to the smaller hut in
the south. Go inside and a lone Majini will hop through the window so just
shoot him til he falls. Now you're free to take the goods in here, including
the RAPTOR SLATE.
Retreat to the ladder and drop down. You have to cross the bog again to get
back to your boat, so that means more gator dodging. It's very important you
avoid them here so be very aware and quick. If they get you here, you gotta do
this part over again. Return to the boat and fire it up. Our last destination
is to the north.
From the beach, walk forward and crack open the vases. Shoot the skull above
this table or whatever and collect the EMERALD (PEAR) that drops. The clipboard
on the right should have some info you already know, but read up if you want.
As you move in, shoot the skull on top of the stake in front of the first hut
on the right. You can get a RUBY (PEAR) for it. Enter the hut to find a vase,
as well as another one outside (hop the fence). The left hut also has one vase
inside. When you have everything, continue north into the enclosed area. Take
the goods in the corners first, then approach the towers. The one on the left
has an IDOL (SILVER) so throw Sheva up there to get it. The right one has the
SHAMAN SLATE so have her get that too. Once you got it, the whole town awakens
and appears out of nowhere!
This isn't a good area to hold them off, despite the narrow entrance. Your
best bet is to retreat to the beach where your boat is. If things get too
hectic, you can even just hop on and flee. Where's the fun in that though?
Use a grenade when the shield carriers get close and wipe a bunch of them out.
Be careful, as one of these enemies will transform into a new type of parasite.
It's called Duvalia and it's like a venus fly trap in that it opens up its maw
and grabs you when it gets close. If it does, you'll be put into Dying state
instantly so be careful. Deal with the other enemies first and then take this
guy on. You might think his weakspot is dangling beside his leg, that big meaty
part. I thought that too. His real weakspot is his open mouth and to open it,
you have to hit him in the legs enough times. Shoot at it with everything you
have and just keep avoiding it. Eventually its "flower" part opens up,
revealing that weakness. Fire on it with your shotgun until it dies.
Now, with all the slates in hand, you can return to the western landing to
finally move out of this place. Before that, drive to the northwest corner and
land on the last settlement.
[BSAA EMBLEM #14]
Under the roof of the nearby hut you should see this one. Shoot it down.
Break open the vase for loot, then go around the walkway and climb up the
tower. At the other end of this walkway you'll find a chest with a CHALICE
(SILVER) inside. You're done with this area now so return to the boat and sail
back to the west.
Approach the door and insert all the slates to enter at last.
[BSAA EMBLEM #15]
Immediately as you enter this area, you're faced with a small river. Drop down
into this and turn around right away. Underneath the small wooden walkway you
dropped from is this emblem.
Cross the shallow river here and you'll be attacked by an archer in a tower.
Shoot him down fast, then climb the stairs and enter the village.
NO WAY OUT
This area will be the site of a very tough fight. If you decided to stick and
fight on the north settlement where the Shaman Slate was, you might be very
low on ammo now. Ignore the corpse that you'll likely spot as you enter. If you
get too close, it will trigger the first of many ambushes. Instead, locate the
small hut in the southwest corner and break open the vases inside for loot. Go
outside and around this hut in the back you'll find a bench with a GREEN HERB
and a RED HERB. You might trigger a small ambush of archers though, but this
is good. Finish them off now so they won't become a problem later.
Next, enter the large red hut on the west side. Break open all the vases inside
to find more ammo. Take the RED HERB, MAGNUM AMMO, and HANDGUN AMMO as well.
Climb upstairs to find two more vases. Now exit
Venture north a bit and you'll likely hear a war cry and boy is it unsettling.
It's unsettling not in that it is frightening, but that it brings on a
frightening onslaught of enemies. Quickly retreat back to the entrance and
prepare for a tough fight. This area leaves you open to attack from two sides
but it's still a good vantage point because of the narrow paths. If playing
co-op, have one person guard one path and you guard the other. The main threat
in this fight are the two very large Majinis with the masks and clubs. They
take a hell of a lot of punishment. Think of them as chainsaw Majinis without
the chainsaws. Like them, you can bring them to one knee and use an uppercut.
You'll likely only see one at first so snipe it a few times before it gets
close. Be careful of any other enemies coming up the path as well. Once you're
out of rifle ammo or the masked Majini gets too close, switch to your shotgun
or MG. The MG might be a better choice as the Majini seems to guard against
shotgun blasts a little bit. Keep bringing the thing to one knee and using your
uppercut. Use any hand grenades now if you want, or save them for the second
masked Majini.
When the two masked Majini close in, along with any other foes, your spot will
likely be compromised so retreat quickly down one path. If you only triggered
this ambush, you'll be off easy with only a few Majini joining the two big
guys. One tactic to try if you're playing co-op is to have one player lure the
mob toward them while the other fires at a distance with a rifle or other
gun. Whatever you do, try your best to take one of the big masked Majini down.
That will make things a lot easier.
Try to avoid retreating into the red hut as the Majini can jump onto the second
floor instantly, rendering it pretty useless. If you have a grenade though, you
can climb up there, wait until they all pile in, then throw it down there and
quickly run out before they recover.
If you've been following my advice and retaining the MF29 pistol and have
been upgrading its firepower, you may also be in luck there as well. An MF29
with fully upgraded firepower only needs two knee shots to bring the Masked
Majini down to one knee. Repeat uppercuts and one should go down easily, then
help out your partner with the other.
Focus on retreating when things get too hectic because it will pay off. The
entrance is still a good spot to go back to because it narrows the enemies
out. Falling back also lets you get a quick moment to exchange ammo or other
items if necessary. Teamwork is key here. Once you kill both masked Majini, be
sure to grab the BLUE ENIGMA they drop, one for each of them. Now focus on the
other enemies, but try to use melee and other items to prevent your drained
ammo supply from dropping any further.
Once all the enemies are down, take a deep breath. Reload and gather yourself.
Pick up any goods and now continue exploring. Now it's time to go over to that
large area in the northeast, near the corpse you spotted earlier. This triggers
another ambush, one that would have made the previous fight even more tough.
Deal with these Majini and enter the center area where the corpse is. Gather
the S&W M29, which is a magnum. Try to save the magnum for the worst fights.
I tended to end up forgetting it in these moments so don't let it waste
inventory space either, but still, the power the magnum has and its limited
ammo calls for it being used in only the biggest emergencies.
Go northwest and look for some vases in the corner here. Don't walk directly
over the holes in the ground as it may spring a trap. You have to cross the
bridge to go north, but it needs to be raised first. Go around the side path,
check the vases, and then climb up the platform. The door here is locked, but
look to the right of the door to find a JEWEL BEETLE. The controls for the
bridge are here. If playing solo, have Sheva operate them while you go back
down and cross the bridge.
Bust down the door and enter. Ignore the two pots on the table, as both of them
contain snakes. Go upstairs and unbar the door on the left to let Sheva in.
Now go ahead and search around, busting open vases and stuff. On the shelf, you
can find a GREEN HERB, RIFLE AMMO, and other goods. There's also a piece of
parchment you can read, a diary of a villager that details how the infection
spread even here.
Go west up the walkway and get the vase here. Enter the small cave and open
the chest for the CEREMONIAL MASK. Return and go across the adjacent walkway.
Open the vases, then board the gondola to end this part.
______________________________
/Chapter 3-2: Execution Ground \_______________________________________________
[RE07]
Items and Intel
o-------ITEMS------o o---WEAPONS---o o---------TREASURES---------o
|Handgun Ammo | |S&W M29 (MAG)| |Ruby (Pear) x2 - 1000 |
|Machinegun Ammo | | | |Brown Beetle x2 - 1000 |
|Rifle Ammo | o-------------o |Chalice (Silver) x2 - 2000 |
|Magnum Ammo | |Idol (Silver) x2 - 2000 |
|Green Herb x3 | o---KEY ITEMS---o |Emerald (Pear) - 1000 |
|Red Herb x2 | |Slate Map | |Blue Enigma x2 - 3000 |
|Egg (White) x2 | |Beast Slate | |Jewel Beetle - 2000 |
| | |Warrior Slate | |Ceremonial Mask - 4000 |
o------------------o |Raptor Slate | | |
|Shaman Slate | o---------------------------o
| |
o---------------o
You picked up a lot of treasures the last part. Sell them all off. If you're
deciding to go for the uber weapons like I mentioned (again, if you're playing
for the first time, you don't have to bother), keep upgrading the main weapons
like the MF29 and the Ithaca. The M29 magnum you picked up is also included
in this set so spend some money on that if you'd like. Make sure to keep Sheva
upgraded too. If you've got capacity upgrades for the MF29 high enough so that
Chris can hold 40 or more rounds, focus on other upgrades.
You probably also see the Stun Rod is available for purchase. It's a good
weapon in that it saves you ammo, so I would consider picking it up. It also
lets you get a Trophy if you kill 30 enemies with it. I prefer guns personally
though because the Stun Rod doesn't allot you any range, forcing you to get
dangerous close to your foes.
---
Move forward into the little enclosure and bust open all the vases and pots for
goodies. Borrow the rifle from Sheva if you don't have it, then step out onto
the walkway. You'll see the natives make a little sacrifice (holy crap) and
then begin to walk off. They don't notice you, but act quickly or they will.
Start by sniping one of them. Continue to fire (and if you're co-oping, have
your partner support you) and snipe the others before they get too close.
Switch weapons and then carve your way down to the area below.
As you go along the walkway, look out for archers in the towers. Also beware
one of the Majini turning into a Kipepeo. Get any loot from the vases at
the end of the walkway, then drop down to the center platform. You'll see a
scene of the enemies raising the bridge on you. Ignore it and prepare for
another wave of Majini. Stay back and let them drop down to you, then unleash
your shotgun on them. When they're dead, investigate the crank at the end of
this platform. Sheva will automatically stand by it so have Chris go up the
ladder and around the walkways to finally drop onto the raft.
Sheva will pull you to the west, but as you can probably guess, it's not going
to be an easy ride. Gators will pop up and try to bring Chris to a watery
grave. Dodge them by hitting the prompt buttons (either L1 + R1 or Square + X).
Be ready to dodge two in quick succession when you near the end, then climb
up the platform. First, hit the button to lower the bridge, then unbar the door
and regroup with Sheva. Cross together and enter the cave.
IT'S GETTING HOT IN HERE...
Climb up two ledges, and after the second one, shoot the hanging torch right
in front of you to claim a SAPPHIRE (SQUARE). Keep moving to reach an empty
campsite and a quick scene. Explore both patches of high grass for GOLD, but
watch out for snakes. Search inside the first tent for a note you can read. Go
out back and open the two barrels for goods.
[BSAA EMBLEM #16]
While behind the tents, look in the space between them and you can see emblem
on the ground.
Search the other tent to find a FIRST AID SPRAY. Now go over to the mess with
the spilled oil and the pipe. Search amongst here to find a JEWEL BEETLE. Move
north and enter the small hut for some barrels. Get what you find and then
continue north to the entrance of the oil refinery.
When you enter, you might be glad to see some normal Majini for once. Irving
will be there too, but he'll disappear from sight soon enough. You've got more
important things to take care of now unfortunately. Start with the archers on
the left and right. AI Sheva targets them automatically so give her a hand.
Drop down and a small group of Majini appear from around the corner. Try to
stun them with some shots until the one with dynamite appears. Shoot the
dynamite (if it's lit) to blow them all to hell. Move forward and at least two
more will show up from the left. Take them out and then go under here and on
the other side, you should find a ladder. Climb up and then take the walkway
leading south to a round platform with a lever. Throw the lever to bring a zip
line up. Ride it down and then open the barrel for some loot while you wait for
Sheva to follow. If you're co-oping, you can have your partner wait there with
a sniper rifle as it will come in handy.
Turn the valve and that will lower some of the flames on the center walkway.
Unbar the door and a Chainsaw Majini will appear! He'll bust into the center
platform. If you have a lot of shotgun ammo, go ahead and just fend him off
right here and use the melee attacks to help you. If you're co-oping and your
partner stayed behind, they can provide sniper support which will really help.
If you don't have much shotty ammo, or you just don't feel safe on this
platform, run around the refinery and take shots when you can. You have an
advantage climbing ladders and waiting for the Chainsaw Majini to chase you.
If your partner is with you or you're going solo, try to do some combo melee
attacks. Again, if you've been upgrading that MF29's firepower a lot, it will
make things easier by reducing the bullets necessary to make him stumble.
Once he's dead, collect the VENOM FANG from his corpse. If you didn't already
do so, use that valve on that platform to lower the flames. You have to get
to the other one now so return to the entrance. Go up the staircase to a barrel
to open for loot. This brings you back to the center platform. Climb up another
ladder here to some more barrels and another valve. This one lowers flames on
an adjacent walkway, but not the center one. It also lets loose some more
Majini so get ready to fight! Take them all out, including an archer.
Cross over to the area you unlocked and take any goods you find. Climb the
ladder and operate the lever like before. Use this zip line and yet another
Chainsaw Majini will show up! Jeez... From where he enters, it almost appears
that you're actually safe, but he can jump up to where you are so you better
get out of there. Again, your co-op partner can provide cover from a distance
if you want. Either way, this is a great time to use that Magnum if you saved
it like I said. This platform is probably not a good place to fight, so you
should consider running. Bust open the barrels though before he gets to you
and you might find a Proximity Mine. Use this immediately on one of the paths
or walkways to stun him.
Run around and use all of the refinery, including the new area you unlocked to
play a long game of cat and mouse. Take shots at him before he jumps up ledges
and use the magnum, grenades, and anything else you have. If you decide to use
the Magnum (which not only does good damage, it also stuns him in one shot to
the head), make sure you don't get caught reloading while he's getting close
to you, because that will spell doom for you with the magnum's reload time.
When he dies, he also drops a VENOM FANG so get it. Go back to the valve and
turn it to unlock the center walkway. As you go up the stairs, a whole gang
of Majini attack. Find the dynamite guy and try to make him a bomb, or toss
a grenade of your own and be done with it. If you're on solo, try not to let
AI Sheva's stupidity make this fight tougher. Make sure she has room to shoot
so she isn't wasting bullets into Chris' back. Beware one of the archers
turning into a parasite. Turn the corner and drop down to find some barrels
for goods. Enter the door now to proceed.
ASCEND FROM EVIL
After a scene you'll be reunited with Josh. No time to jump for joy though as
a whole army of Majini will swarm you. Your goal is to defend Josh as he gets
the lift working. As Josh is armed and also technically invincible, I suggest
clearing a path first and trying to gather all the items in this room first,
then return to Josh. You'll have a breather to reload and heal. Another wave
comes. Josh will likely have the lift working in a minute, but if you want,
stay and wait for the fat Majini to show up. Use your pistol and shotgun (but
try to save some shotty ammo and also your magnum for a little later) and try
to kill him for the JEWEL BANGLE. If you don't care that much, just get on the
lift. It's not too hard to do this though, because Josh will provide you a
little backup from the lift. Once you have the Jewel Bangle, get on.
More archers and other Majini ambush you on the walkway. One will become a
parasite so use a Flash Grenade you hopefully got before entering here to save
some ammo. Climb up and open the barrels. One might have a Proximity Bomb. Take
it and drop down, then climb up the next ladder. Take out the remaining archers
and then plant the bomb in the middle of this walkway, the one that Josh says
there's an exit nearby. Plant it here, then drop down to the exit. Josh has
to again hammer on the controls while you wait around. Of course, more enemies
show up to stop you, including a Chainsaw Majini.
All you have to do is keep them at bay long enough for the door to open. It
takes less than a minute so this is no difficulty. Just climb back up and
stand behind your proximity mine (hopefully you didn't place it too close) and
fend them off as they get here. It's worth your while to kill the Chainsaw
Majini though, but I recommend it only if you're armed enough. If you still
have magnum ammo that's a good start. Use that and your shotgun, as well as
melee to deal with him. Grenades will help deal with him and other Majini
attacking. Start with the shotgun so you can widdle through the other Majini,
then rely on the magnum and anything else to get the chainsaw guy. One thing
that is very important is to not let the Chainsaw Majini get by you, because
he'll go after Josh and then you'll get a game over if he dies.
If you succeed in killing the chainsaw guy, you'll be rewarded with a GOLD
RING. Now flee through the door and this fight will be over. After the scene,
go down the stairs and you'll be on the other side of the lift room. Climb
through the window to get some barrels you couldn't reach before. Now climb
out and go up the stairs to open the door.
Here on the dock, open the barrels beside you first. Ignore Sheva and go left,
through the door and down some stairs. Grab the contents of two barrels down
here, then return and go over to explore the other side. Open the two barrels
on the right, then move further for a scene. Irving makes his escape and now
you've got only 2 minutes to get out of there or you're dead. Josh is waiting
on the other side of the dock with a getaway boat.
[BSAA EMBLEM #17]
Start by entering the small house with the red door. Shoot the emblem on the
wall and get out. Ignore any Majini and hurry to the very end of this dock and
open the silver case for 3000 GOLD. Now, either take out the Majini or run
past them. These guys are easy so you should just take them out, using your
shotgun if you want to save time.
Hurry up the platform and go across toward the door (which is now mysteriously
padlocked). Mow down the enemies that appear with your MG. Try to save a
grenade for what's behind the door. Once you get it open, a fat Majini and a
pack of dogs attack. Quickly toss a grenade to clear a path. If you're down to
30 seconds or less, just ignore them and run to the boat. If you have the time,
take out the fat Majini, but use your magnum, to make it quick. Pick up the
GOLD RING and then make haste. Shoot the explosives on the tripwire and
then scurry down the dock to the boat.
When you safely make your escape, this part ends.
_______________________
/Chapter 3-3: Oil Field \______________________________________________________
[RE08]
Items and Intel
o-------ITEMS------o o---WEAPONS---o o----------TREASURES----------o
|Handgun Ammo | |M3 (SG) | |Emerald (Marquise) - 3000 |
|Shotgun Ammo | | | | |
|Machinegun Ammo x2| o-------------o o-----------------------------o
|Magnum Ammo |
|Green Herb | o---KEY ITEMS---o
|Red Herb | |None |
|First Aid Spray | | |
| | o---------------o
o------------------o
Again, upgrade whatever you want. Sell off the two Gold Rings if you were able
to get them. There's a few new weapons available by now and if you're opting
for them, go ahead and upgrade them. If you're still on track for the uber
weapons, keep the originals like the MF29 and the Ithaca, and slowly upgrade
them further.
---
A THREE HOUR TOUR...
As you gain control, aim at the occupants of the two boats chasing you. When
they're dead, turn around and look at the approaching gateway. Aim at the large
red oil canisters and shoot them to easily take out the archers before passing
through. Aim at a smaller red barrel on the upcoming bridge to take out more
Majini. Keep going until you finally have to make a stop.
[BSAA EMBLEM #18]
As you enter this area (going through the opening) you can see a BSAA Emblem
on the top part of the arch. This is a tough shot while moving on the boat.
Luckily however, you can get it once the boat has stopped. Turn around and
aim at the opening you passed through and you should barely see the bottom
edge of the emblem. Use a sniper rifle.
Climb onto the walkway and deal with the flying Kipepeo first. Some Majini
will come down to you so take care of them. Feel free to use whatever you have
since you won't be needing any specific ammo in the coming fight. As you
ascend, shoot the large red canisters to get some easy kills on nearby Majini.
Jump the gap in the walkway and get to the lever. Throw it, then get the
barrel in the corner nearby. Make your way back to Josh, fighting through
more Majini and other creatures.
Back on the boat, look out for more barrel opportunities on the pipes and
things. Speaking of pipes, you'll come to two very low hanging pipes so duck
as Josh commands you to, using the prompt buttons. You'll eventually have to
make another stop, so climb out and clear a path.
Get the barrels at the start, then proceed down the walkway. Turn and target
the Majini to the northwest. There's a hanging electric generator above so
shoot it down for some assistance. Keep moving though as some Majini have gun
turrets. Go down the walkway, moving north, and open the door. Duck behind the
large container here and try to use a sniper rifle to take out the turret
gunners. Once it's clear, go down the walkway and jump the gap to the other
side. Take out all the Majini here and grab the MACHINEGUN AMMO. Climb up the
ladder and open the nearby barrel. Now go southwest toward the large "command
center" area where the turrets are. Open the barrel outside, then enter the
building here for another barrel. Open the drawer to find an EMERALD (MARQUISE)
and then exit. On the other side of this building, claim a GREEN HERB, and some
loot from a barrel.
Return and drop down below and sweep the area for more enemies and loot. On
the lower dock, opposite the one that the boat is on, you can find a few more
barrels, and a RED HERB. Beware of some Majini chasing you down here. One will
be a parasite, so try to lure it down the walkway and detonate the nearby large
red barrel for a quick kill. At the end of this walkway (going south,
southeast) you can drop down to the wooden walkway below. Travel across the
walkways and jump the gaps to find more goods, including MAGNUM AMMO. Jump the
gap to the other side and look for the small blue hut. Inside you'll find
HANDGUN AMMO, MACHINEGUN AMMO, SHOTGUN AMMO, and a FIRST AID SPRAY. Just
outside this hut is a large silver case. Inside is the M3 Shotgun! Nice! This
is a pretty nice gun, so if you want to keep it, go ahead. Sell it off later
if you want to fully upgrade the Ithaca for an uber weapon though.
If you have everything, return to the main area and find the two levers. Have
Sheva operate one while you get the other. This will trigger some enemies to
appear, including flying baddies. You can go up and use the turrets, but they
seem to keep coming so just hurry to the boat and fend them off with your
boomstick until Josh gets moving.
After you clear this area you'll get a scene. It's time for another fight.
BOSS FIGHT
__________________________
/BSAA B.O.W. File - Irving \__________________________________________________
|
| Attacks: Tentacle swipes
| Weakspots: Yellow spot on back, Irving core (inside mouth)
|
|Irving got a makeover alright, but not one Tyra Banks would approve of. This
|fight may seem tough at first, but it's really quite simple. What makes it
|more difficult is if you are going solo. As you can tell, you're gonna be
|using the turrets on the boat and not your own guns to do damage to this boss.
|The problem if you're going solo is that you have to tell AI Sheva to use a
|turret and she doesn't always listen. It won't be necessary until later, but
|she'll end up using her own ammo which is sort of helpful, but still a waste.
|
|This boss has three real phases. It'll swim around with its exposed weakpoint,
|the clearly visible yellow spot on its back. It'll attack the boat with its
|tentacles and then there's the final phase which is like the last one, but
|this time, the core is exposed.
|
|While the boss swims about, use the turret to fire at its weakspot. It can be
|a hard target while the boss is bobbing around and darting through the water,
|so do your best. Only one turret can reach the boss for either side so the
|other becomes useless.
|
|Now, when Irving uses the beast's tentacles, have one partner use the gun.
|The tentacles have obvious weakpoints in their lightly colored midsections and
|it takes just a few accurate shots to saw them off so you only need one person
|to do this. The other should just stand by and heal the turret person if
|necessary, but not waste ammo shooting as it isn't necessary. Also watch the
|the gauge to make sure the gun does not overheat.
|
|After the tentacles, Irving will appear at the back of the boat. Now is the
|time to assign AI Sheva to a turret (this is easier with a partner obviously).
|while you as Chris, get the other one. You only have a few seconds so use them
|to fire on the weakspot together before Irving dives down below. He follows
|this with other minor attack pattern. He'll swat at the boat from below with
|his tentacles. You can either run or you can try to shoot them to stop them
|from attacking. This sequence will repeat itself throughout the fight.
|
|Irving will keep switching between swimming and attacking. The yellow weakspot
|has to be dwindled down enough to move on to the final phase. As you progress
|toward this goal, watch out for new attacks. Irving will swim up to the boat
|and try to grab you with his jaws. Hit the dodge buttons to save some health.
|This is a good opportunity to have your partner shoot his weakspot while his
|head is on the boat for a brief moment. Keep dodging and attacking until you
|get to the final phase.
|
|He'll grab on to the back of the boat and expose his core which is himself.
|Shoot at his body but also shoot at the tentacles before they attack. Co-op or
|not, you should definitely make sure both turrets are being used for this
|part, so if you have to, assign AI Sheva a turret. Again, it's easier on
|co-op, as one partner can take out the tentacles while the other shoots at
|Irving. Keep firing on the core until Irving backs away. In a moment, he'll
|pop up again with more tentacles so try to take most of them out and also
|pepper Irving with more bullets. Eventually, you should be able to win this
|fight and end Irving's career.
----------------------------------------------------------------------------
Watch the scenes and that ends the chapter.
___________________
/Chapter 4-1: Caves \__________________________________________________________
[RE09]
Items and Intel
o-------ITEMS------o o---WEAPONS---o o---------TREASURES---------o
|Flash Rounds x3 | |MGL-140 | |Emerald (Pear) x2 - 1000 |
|Green Herb x2 | o-------------o |Ruby (Pear) x3 - 1000 |
| | |Sapphire (Pear) x4 - 1000 |
o------------------o o---KEY ITEMS---o |Topaz (Pear) - 1000 |
|None | |Sapphire (Square) x2 - 1000|
| | |Sapphire (Trilliant) - 2000|
o---------------o |Ruby (Trilliant) - 2000 |
|Emerald (Trilliant) - 2000 |
|Emerald (Square) - 1000 |
|Topaz (Square) - 1000 |
|Soul Gem - 10,000 |
o---------------------------o
This chapter only has 2 parts, but they'll be long and difficult for various
reasons. You'll also come to see how stupid AI Sheva can be and how valuable
a human ally can be. For preparing, you probably don't have much new cash to
work with so get what you can, including a First Aid Spray if you need one (
your health won't regenerate after the boss fight) and get going.
---
Go down the walkway and open the pots and stuff for goods. Next, proceed east
through the cave. As it turns north and you proceed further in, a scene will
reveal your newest foe. These annoying overgrown spiders will try and grab
you. If they do, rely on your partner to shake them off. Use your shotgun if
you can afford the ammo. Anything else will do though. Climb the ladder and
another will attack you. At least one more below will have appeared too so try
and shoot it from up above if you can. Drop down and deal with any others, then
go along this path to a narrow alcove with a vase inside it for loot. When you
get it and return, another horde of spiders attacks. Shotty them to clear a
path and return to the ladder. Climb up onto this small bridge and look out for
a new emblem.
[BSAA EMBLEM #19]
While standing on this narrow bridge, look to your right (the south). Across
the way and slightly below you should see this emblem stuck in a small
crevice.
Cross the bridge and open the vases for goods. Keep moving and shoot the torch
ahead for an EMERALD (PEAR). Enter the next cave and as it winds north, another
small army of spiders attacks. They'll likely group in one big bunch which is
great for your shotgun. Continue killing these eight legged freaks (movie
reference ftw) until you finally reach a door. Open the skulls on the ground
for a RUBY (PEAR) and a SAPPHIRE (PEAR). Finally, shoot out the torch for a
TOPAZ (PEAR).
THE DARKEST REACHES
Enter the next room now and you'll be in a very large cavern. Proceed forward
and drop down to a pair of vases. Drop down again and find another, then turn
around and enter the next room. Opening the large chest in the back here
requires teamwork but it pays off. Pilfer the inside for a ton of GOLD.
Now go around and in the next room, shoot the torch for an EMERALD (PEAR). Keep
moving and surely, soon enough, you'll be separated from Sheva. AI Sheva will
stand there for a long time, giving you cover, but she won't regroup with you
when it really matters in a little while. If you have a partner though, have
them give you a little cover, then search the area and get closer to ambush the
oncoming enemies. As Chris, drop down the area where the bridge collapsed.
You'll soon be attacked by the native Majini enemies. Great... Fend them off
with whatever you have, just don't let them get too close. Beware the spear
guys and their jump attacks. Also quickly take out the archer ahead before he
pisses you off.
Head to where the archer was and pick up the GREEN HERB. Go up the stairs and
you'll meet with more Majini. By now, if you have a co-op partner, they should
be fighting their way to you so you can regroup. Watch out for one Majini
having a parasite (use a Flash Grenade if you want). Kill the archer up here
too and pry open the vase. If you have a full inventory, leave the items for
now and wait til you can get Sheva to carry extras.
Go down the next path and some shield guys will come out of the room. Try to
break their shields by shooting them in the knees and using a melee attack.
Once you've done that, fill them all full of buckshots with your shotgun. AI
Sheva will reunite with you after this so have her pick up anything you can't
carry. Go into the small room the enemies came out of and find another co-op
chest. This one has in addition to more GOLD, a SAPPHIRE (SQUARE), and a
SAPPHIRE (PEAR).
Go west and then duck into the next room. Investigate the sarcophagus on the
left and take the RUBY (PEAR) from the corpse. Thanks pal. Shoot out the torch
right beside it for a SAPPHIRE (PEAR) and then take the loot from the pot.
Turn around and grab the GREEN HERB and then leave.
Now continue and then turn to the north. Approach the chest here and open it
to receive... nothing? Oh, a long fall down a pit, that's what it was. Press
Square to land on your feet and avoid any serious damage. As soon as you land
though, some enemies, including spiders show up. You're in the center of a
four way intersection and foes will be coming from just about every side. Use
the shotgun to help you out. After the spiders are down, some Majini will
attack from two corridors. Deal with them fast and then fend off a couple more
spiders as well. Alternate between your shotgun and handgun to deal with these
guys. If necessary, duck into the only corridor that isn't filled with enemies
and let them come to you.
A door should open soon enough, but not before more enemies appear. A new
torch bearing Majini will appear. He'll use the torches to blow fire so take
care of him quick. He and at least one other Majini will have parasites so
try to lure them out for a Flash Grenade to dispatch them. Again, back away
into a safe spot instead of staying in the middle if you have to. Once the
coast is clear, open the three chests at the end of the corridors. You'll gain
a SAPPHIRE (TRILLIANT), a RUBY (TRILLIANT), and an EMERALD (TRILLIANT). Exit
through the north door now.
Don't drop down into this room yet. The enemies won't notice you so take the
chance to snipe some of them. Don't bother tossing a grenade between the three
shield guys as their shields protect them easily. Stay up here, as they can't
reach you and fend them off with your pistol and other weapons. It might be
too aggravating breaking their shields though, so drop down to do that if you
have to. At least try to take out the other non-shield Majini before you do
that though.
There's a whole mess of vases with goodies to collect, but unfortunately,
several giant spiked flaming spheres drop in on you. Yeah, not good. AI Sheva
will flee. It's up to you whether or not you want to risk this. It's definitely
worth it, you just need to be very careful and keep an eye out on all of the
traps. Once you have everything, back up to the platform where Sheva is.
[BSAA EMBLEM #20]
Look toward the north wall and far above the door you should see this emblem.
Shoot it down with your sniper rifle.
NO TIME FOR STUNT DOUBLES
Now with Sheva's help, turn the large crank. It opens a door that you need to
hurry and get into before it closes. Save time by skipping (Select) the scene
of the door opening. Make a run for it, but watch the traps. Use your own
judgment and predict where the traps are gonna move so you can make it through
fast. If you get there quick enough, you can run through. If it's about to
close though, hit the prompt buttons to jump in. The switch on the other side
allows Sheva to follow.
This next corridor will be like something out of Indiana Jones. It will be an
extended cutscene with a lot of prompts. Hit X repeatedly to sprint and either
Square or Circle to jump the three gaps. After the third gap, be ready to hit
L1+R1 to hold on as Chris almost falls down.
When you regain control, drop down the next ledge and approach the door. It has
two switches that need to be pulled simultaneously. Get one and Sheva will get
the other. This will open the path to a large room you'll be spending quite a
bit of time in.
See that doorway all the way across from where you are, a bit higher than you?
Yeah, that's your destination, but getting to it is no easy feat. It's a long
and complicated puzzle, with many traps and enemies set in between.
Start by going to the small ledge to your left and taking the contents from the
vase there. Next, go right and look for a gap to jump on your left. Go up these
stairs and then find two more vases in a dark corner. Return to the center now
and descend north down the stairs. You can continue north or go west. Choose to
go west and at the end of this corridor, turn left again. You'll find a silver
case with... (drumroll....) a Grenade Launcher! Schwing! Even though you may
be overloaded with weapons and items, find room for this! It will pay off in
the long run. The huge downside to the GL is that it has a lot of ammo types
and each takes up its own slot in your inventory. If you can keep it limited
to two ammo types though, it'll be a useful asset.
Go the other way now, opposite of this silver case, toward a waterfall and a
large statue in the corner. Approach this statue. Like the door you used to
enter here, it has two chains to pull. The other is blocked off by debris
however so command Sheva to stay here while you as Chris go back to the main
intersection. Go north now and turn left to find the other side of the statue.
Open the vase on the left first, then approach the statue. Pull the chains
together to make the statue back into the wall. More importantly however, it
causes the stairs in the intersection to change. Numerous other statues lay
around this area, and it's your job give them a few good tugs to make your
way out of here.
Grab the SAPPHIRE (SQUARE) in front of the statue and then leave to the east,
the way Chris used to get to the statue. Return to the center of the
intersection and the west path is now a staircase as you were shown. Ascend
to yet another statue. Tug on these chains to cause three changes. The stairs
you just used now become a bridge. On the opposite side, a new staircase is
raised, as well as one to the north. Grab the EMERALD (SQUARE) in front of you,
then go left from the statue. Turn around and hop the gap to a chest. Open it
up for an IDOL (GOLD).
[BSAA EMBLEM #21]
Either once you've activated the emerald statue or afterwards, back away from
it a good distance. While still facing the emerald statue (west), use your
sniper rifle and take a look way, way up high. You should see a tree above this
area and just below it part of the wall where an emblem rests. Shoot it to
add it.
Now go back to the center, and you'll likely here an incoherent cry that can
only mean one thing: more Majini! They're along the path to the south and of
course, that's where you need to go. Head along the south bridge and a scene
will show them appearing. The one thing I can't stress enough now is that you
need to take care of the archers, if for no reason other than to reduce your
own frustration and stress. Make them your primary target while you wait for
the other Majini to reach you. They are comprised of a lot of spear and shield
guys, as well as one of the fire blowing guys.
A lot of them will come at you so if the crowd gets big, go with your boomstick
or a grenade. You should be safe if you stay on the bridge though, just make
sure those archers are down. When you can, move along the perimeter going east
from the bridge, under a low overhang where another archer waits. Some other
Majini might cross the gap in the center to reach you so shoot them before
they can get to you. When you're in the clear, go down the stairs leading back
to the center, then turn right to go up the newly raised stairs to the north.
You'll reach yet another statue. Give this one a good pull and the eastern
stairs will fall. Take the TOPAZ (SQUARE) and then go to your right (east) to
the purple statue in the corner. One chain is here, but the other is missing.
Have Sheva wait near this chain while Chris searches for the other. Proceed
past the statue, going south, then turning right to go around this area. You'll
find a chest near the center. It has some FLASH ROUNDS for the Grenade
Launcher. They're not that useful and maybe not even worth the inventory space.
Take them if you have room. Return to the gold statue and go down the staircase
now. The only other way to go is east.
At the end of this corridor, turn right and break open the vases. One should
contain a Proximity Mine. Try to make some room for this and take it. Now go
in the opposite direction where the other matching statue awaits. As you enter
this area though, an ambush is sprung and a bunch of enemies will descend on
both you and Sheva. Don't worry about AI Sheva, she should be able to hold her
own. Find a good vantage point and prepare for the foes coming toward you. It
will be all Majini, but some spiders will spring up from the ground as well so
have that shotgun ready. Be especially careful of any spiders when the trio of
masked spear Majini show up. If the spiders grab you, you're pretty much at the
mercy of the Majini. This also will make AI Sheva run down to your aid which
although not necessarily bad, means you have to make her return to the switch
(or stay by the one down here while Chris goes back upstairs).
Pull both chains once you're afforded the opportunity. Once again the
intersection is redecorated. Grab the RUBY (PEAR) from the front of the statue
and get going. If you go all the way back up to the upstairs purple statue,
it will have a SAPPHIRE (PEAR) in front of it. Go south from the intersection
now and turn right at the end to find the red statue. Before doing anything,
take that Proximity Mine and plant it before or after the small dirt hill in
front of the statue. Pull on the chains of the statue and it will open the path
to the exit finally. Unfortunately, it also triggers the appearance of an old
friend!
Yes, he's back! You have two options: fight or run. Running is easy because you
can easily outrun this guy and flee up the stairs to the exit. It also leads
to Popokarimu's demise anyway. If you want a reward though, stand your ground
and fight it. If you've been shaken up by prior fights in this area, don't
bother. You are more equipped to fight him this time around though with
stronger weapons and hopefully some healing items.
Stay and fight and the Proximity Mine should get you off to a good start. Fire
on his tail with your shotgun as many times as you can until he turns around.
After this, it's a bit more tricky. You are in luck though as it turns out. You
just got a brand new weapon, which I hope you held on to! Da da da daaaa! The
Grenade Launcher. Lay into him with a few rounds til he flips over, then finish
him off with the shotgun. For defeating him yet again, you'll obtain the SOUL
GEM treasure, which you can sell off for a whopping $10,000! Nice. Now, exit up
the stairs to the north.
Watch the scene. Ah, the villains gather! On to the next part. We're getting
closer...
__________________________
/Chapter 4-2: Worship Area \___________________________________________________
[RE10]
Items and Intel
o-------ITEMS------o o---WEAPONS---o o-------TREASURES-------o
|Green Herb x2 | |None | |Sapphire (Pear) - 1000 |
| | | | |Emerald (Pear) - 1000 |
o------------------o o-------------o |Blue Enigma x2 - 3000 |
|Beetle (Gold) - 3000 |
o---KEY ITEMS---o |Idol (Gold) - 3000 |
|Earth Emblem | | |
|Sky Emblem | o-----------------------o
|Sea Emblem |
| |
o---------------o
Go up the stairs a bit and in a side area to your left, grab the contents from
the two vases. Continue to ascend until you reach a very large room in the
cavern. Approach the door that's marked by a blue circle on your map.
Investigate it for a moment and you'll quickly learn that it needs three
objects to be inserted, similar to the door in the Marshlands. Well, let's
get looking. Move to the right first.
As you soon discover however, you're not alone here (but you knew that of
course). The Majini are lurking and they've set up a new trap. They've used
mirrors to magnify the sunlight so powerfully that it becomes a moving laser
capable of vaporizing anything in its path! When you regain control, don't
move or engage the Majini around the corner. The sun laser will barrel down
and turn him into dust. Ouch.
Learn the timing of the beam and move up carefully. If you duck into the side
area to the right, you might notice you have that duck and cover command. It
doesn't serve much purpose at all now so ignore it. Use the small niches in
the wall on your right to take cover as you move north. Finally, duck into the
corridor on the right and you'll get a checkpoint.
BURNING HATRED
Turn the corner and you'll see a Majini at the other end. Stay where you are
and start picking him off with handgun shots. Another Majini will drop in right
in front of you, as well as a torch guy appearing around the far corner where
the first one is. The first one will also turn into a parasite so keep him at
a safe distance while you take out the others. When you're free to move up, do
so and turn the next corner.
As you go up the stairs, two shield Majini will be waiting. Try to hang back
near the exit of the corridor and lure them closer. More Majini will slide
into view from the right as well. Try to take out the shields, but it can be
tough, I know. Your shotgun and MG might help you out here. Give heavy
consideration to falling back into the corridor because a few Majini might
appear behind you. Use the Grenade Launcher if you still have it when they
start to gather at the corner. Once you've dealt with them, proceed up the
stairs. Get any dropped loot and then take the GREEN HERB at the shrine. Also
be sure to take the EARTH EMBLEM which is what you need.
Now take the path adjacent to the one you used to enter here (going west) and
right after you go up the second short staircase, look for a sparkle on the
wall to your left. Shoot it down for a SAPPHIRE (PEAR). Break open the vases
right after them and then continue on.
You'll reach another laser lane. Wait patiently for it to pass then make your
way up and take cover again. Keep doing this until you reach the very end.
Break open the vase here, then turn right and go across a narrow walkway to
find another vase. Go around this corner here and shoot out the torch to get
an EMERALD (PEAR). Return now and go west.
This part can sometimes be annoying. You'll see a path with two sun beams
sweeping to the opposite sides. You have to be quick here, but you can take
cover under the bridge. The problem is that for some reason, you may under
rare circumstances get hit by the beams even under the bridge! Be careful, you
really don't want to lose too much health here. Carefully make your way over to
the other side. While under the bridge, just sit still and ignore the Majini
lumbering toward you from the far side. The beam should take care of them
easily. Once you can move, hurry forward and then duck into the doorway on the
left. Take the GREEN HERB here, and then wait for the beam to pass again before
continuing west
When you reach the end, open the vases to your right first. Prepare yourself
or if you're co-oping, whoever is playing as Chris with some good weapons and
enough ammo. If you still have the magnum with a few bullets, now's a good time
to use it. Send Sheva over the gap with an assist. Provide some cover as Chris
(although the obstructed view limits things a bit) until Sheva grabs the SKY
EMBLEM. She'll lure out a ton of Majini to you. The narrow space makes things
a little easier. The big masked Majini is the biggest threat, so soften him up
by tossing a few grenades down there. The Grenade Launcher is a good substitute
unless you want to save ammo. As it gets closer, switch to the magnum or use
your handgun to shoot his knees and repeatedly batter him with melee attacks.
When he falls, grab the BLUE ENIGMA. Also grab any other loot. If you're on
co-op, you can send your partner back over to grab any loot on that side before
it disappears. AI Sheva is too stupid to do this for you however.
With two emblems, fall back down the path until you reach that doorway before
the bridge (where the Green Herb was). Go down the stairs here and you'll be
behind the starting point of another beam. Wait for it to move, then run
forward. Duck into the niches on the right when you hear it starting up again.
Move forward when it's safe, then to the left to another beam path. Wait for
this one to move, then proceed north to the two vases. Proceed south now,
chasing the beam. Take cover in the first safe area on the left. Open the vase
here, then move again when you get the chance.
You'll reach some stairs on the left, right across from a doorway. The stairs
lead back to the center where the emblem door is. The doorway leads to the
last emblem you need. It is perhaps the most well guarded of the three. First
though, wait for the beam to pass and go all the way down the path to the
south and turn left. Crack open the vases here. One should have a Proximity
Mine inside. It's not necessary, but it might help out considerably.
Return to the western doorway and enter. Some Majini will already be making
their way toward you. Deal with them from a safe distance. Be very careful of
those annoying jumping attacks they do with their spears. Proceed up the stairs
and rush the three archers, taking them out with your shotgun preferably.
Before you can claim the last emblem, more trouble shows up. A large horde of
Majini appear, spearheaded by another one of the big masked fuckers. Plant
that proximity mine right in front of the shrine area and then wait. Most
likely, normal Majini will reach you first, so try not to waste the mine on
them. Shoot them down before they get to you (use a sniper rifle if you want).
Once big boy gets there, let the mine do it's job, and quickly counter with
hand grenades, the Grenade Launcher, your magnum, anything. Whatever you do,
don't let yourself get trapped here on the shrine. Run past them if you have
to and regroup. Use every tactic you know to get out of this with as much
health as you can. When he falls, take another BLUE ENIGMA. Also grab the
SEA EMBLEM from the shrine. Leave this area and return to the center
immediately.
Plop in all three emblems and the door opens. Hurry up the stairs and open the
doors at the end.
TEMPLE OF DOOM
You're not finished yet. Kill the oversized spider on your right (eww...) and
you might get some GOLD for it. Proceed down the stairs and check out the door
to become acquainted with another puzzle.
The deal is the same with the beam... it hurts. In fact, one touch will be a
game over so avoid touching it at all costs. You need to use the mirrors around
the room to focus the beam to a gem in the corner. This won't be too hard.
PUZZLE #1
______________________
| O | Key: Numbers = Mirrors
| | | I = Tower
| 4----------------3 | O = Target Gem
| I | |
| 1-------2 |
| |
| |
----------------------
The first puzzle is horrendously easy. Go counterclockwise around the mirrors
and outside of the beam. Keep going until you reach the northwest mirror (#4).
Turn this mirror left once and it will light up the gem. Get on the platform
and hit Circle to ride it down to the floor below. Guess what? Another puzzle
is waiting.
Start by clearing the two pillars that will block the beam. Once you get rid
of them, the completed puzzle needs to look a little something like this:
PUZZLE #2
______________________
| |
| I 3------------4 |
| | | | |
| 1---2 | |
| | |
| | |
| O----------------5 |
----------------------
To make this one into a reality, start by turning mirror number 2 to the right
once. It will reflect into and out of number 3. Run over to the northeast
corner and turn mirror number 4 to the left once. This directs the beam into
the gem and completes the puzzle. Hop onto the lift again to descend to the
next floor.
PUZZLE #3
______________________
| |
| 3--------------2 |
| | | |
| | | |
| 4------5 | |
| | | |
| I----------------1 |
--------- | ----------
| | |
| | |
| O |
---
First thing, don't open the chest in the middle. Yes, I know it's tempting,
but it's booby trapped. Open it and some spiders will attack you. Same for
entering the door to the north. There is one thing to get though...
[BSAA EMBLEM #22]
Venture into the north door and fend off the spiders. There seems to be nothing
of interest in here. Turn around and look up at the spot above the doorway
you entered through. There it is!
Start by going to mirror number 2 in the northeast corner and turning it right
once. You need to go clockwise around the room now to get to mirror number 3
(because of the beam). Turn mirror number 3 right once. Again, you're forced
to go all the way around the room to reach mirror number 4. Turn it to the
right once as well and it will light up the orb in the mouth of the statue to
the north. This in turn, opens two doors to the west and east.
Go into the western room since it's closest and take the BEETLE (GOLD). Go
around the room to the eastern door now and enter. Inside you'll find pots o'
plenty on the left and right. Open them all from a safe distance as there are
two snakes on each side (four total). If they get you, kill them for eggs which
you can use to restore your health. The rest of the vases contain GOLD. Go up
to the altar though and take the IDOL (GOLD).
To solve the puzzle, you have to get the beam into the southern corridor. It
just so happens, mirror 5 is perfectly aligned with it, so the obvious solution
seems to be adjust mirror 5. While this does light up the gem, doing this will
trap Chris inside the perimeter of the beams. Yeah, you won't be able to get
out. Instead, go up to mirror number 3 and turn it left to disrupt the beam's
path. Now, go ahead and fix mirror number 5 by turning it left once. This makes
sure the mirrors will be in the right positions when you put the beam back.
Return to mirror number 3, realign it, and the puzzle should be solved at last.
Navigate through the room to the lift and take it down. Sheva has the nerve to
say "We got it!" We...? -_-
After all that is done, approach the large cavern ahead of you and that will
be the end of this part.
________________________________
/Chapter 5-1: Underground Garden \_____________________________________________
[RE11]
Sell off your loot. Go ahead and upgrade your weapons, or buy the newest
selection of guns that you can get. Or, if you're upgrading the original set,
keep doing that. The MF29 might be close to being maxed out if you're focusing
a lot on that. Don't neglect the other weapons though, and try to get Sheva an
upgrade here and there as well.
---
DEEPER INTO THE RABBIT HOLE...
When you gain control, go left around the center area to a dead end where you
can investigate to discover the large tanks here are water purifiers. On the
ground near the right side of this dead end, search for a JEWEL BEETLE.
[BSAA EMBLEM #23]
Go around the other way, to the northeast side of the flowers steps. You should
reach a dead end at the right of the bridge. Look under the bridge and you can
see this emblem turned to the side.
Now, go back around and head up the steps to go down the center path, north
toward the exit. Before leaving, check the journal on the right to learn some
more intriguing facts.
In the next hallway, you'll see you've left the caves for some sort of
facility! Interesting... Open the first door on your left and pilfer the boxes
for goods. Also take the MACHINEGUN AMMO behind them, as well as HANDGUN AMMO
and an INCENDIARY GRENADE in the other corner. Read the document here too if
you'd like, then leave.
As you continue down the hall, something will just barely escape your glimpse.
Oh, that can't be good.... Continue and to the right of the next door, take the
GREEN HERB here. Enter and Chris will recognize this lab from the picture. You
can activate the two computers and they'll act as documents you can read for
more background information on this whole fiasco. Take the SHOTGUN AMMO near
the second computer, then exit.
Well, this hallway sure is nicely decorated! Proceed around the corners, and
go down to a box to open for loot. Open the door to the north by turning the
valve. Inside, the mess just gets worse. Use the lever to open the shutters,
revealing a glass window. Slice it open to enter an area with a bunch of caged
animals. Go down the second aisle (the north side) and go all the way down to
the corner for a GREEN HERB. Turn left and go down the southern corridor here,
but have your shotgun ready before you proceed.
As you may have guessed, something is lurking about. Long time RE fans might
be able to figure out what exactly, too. Yes, it's a Licker. These bastards are
back and this one has a partner so take it out fast. Your shotgun is the best
weapon to use, but anything else is fine, so long as you aim for the head
primarily. The Licker has a few attacks, but the most dangerous is it's tongue.
It will pierce through your body and quickly drain your life, so get your
partner to help you out fast if this happens. Shotty one as the other shows up
and if you have a human partner with a shotgun, have them take on the second
in the mean time. Once you have killed one, it's a good time to try something
new.
[TROPHY OPPORTUNITY - HEART STOPPER]
The Lickers take a fair amount of punishment, even from your shotgun. You can
save that ammo and exploit their main weakness however. Using the shotgun or
another weapon, shoot the Licker until he flips over. Now, very quickly, run
over to its body. A prompt to hit Square will appear that says "Stab". Hit it
and Chris (or whoever) will lung at the Licker and stab it in its exposed
heart. This not only kills it instantly, but it also rewards you with a Trophy.
If you stab the second Licker in the heart, you'll get a very nice treasure
too. Grab the LION HEART and move on through the chamber these two nasties
escaped from. Open the valve and proceed down the hallway. Open the box for
some loot, then turn right and continue. Go through the silver door on the
right and take the RED HERB off the floor. To the right are even more goodies.
Open the safe under the desk for GOLD, and then the large silver case for an
AK-47. Schwing! The AK is a nice gun, and even if you're holding onto the VZ61
still for upgrading, you should at least let Sheva keep this as it's a nice
gun. Go around the next corner and take the HANDGUN AMMO there. Proceed up the
stairs next.
Chris and Sheva end up making two REALLY stupid comments with Chris saying,
"Thank God there weren't more of them." with Sheva following with the
brilliant statement, "Yeah, we wouldn't last against a whole horde." You just
had to say that didn't you? You just haaaaad to say that....
Around the corner, flip the lever, then approach the door at the end of the
hall. Using teamwork, open it up.
BEHIND DOOR NUMBER ONE...
And of course, as luck would have it, you've entered a room filled with
Lickers! You're safe for now behind the glass, but you just know they'll be
coming for you. Proceed slowly through the area and over to a teamwork door.
Forcing it open of course, causes the entire Licker army to come after you.
Scurry all the way down the hall and immediately investigate the Elevator. It
will start coming down, but you've got to hold your own until it does.
Now, this is another one of those optional fights, but there are a shitload of
Lickers. The only way you should consider this fight is if you have a lot of
grenades, the Grenade Launcher, a very well upgraded shotgun, and a good backup
gun after that (MG or Magnum). Don't waste the grenades until a bunch of them
gather in the hallway, but do your best not to let any of the leaders get close
either. Even if you are as equipped as the Terminator, this is not an easy
fight. There is a nice trick you can take advantage of though. The Lickers
actually come in two waves. Wave one is triggered by opening that door that
wakes them up. Wave two comes after you if you activate the elevator. So, if
you really want to fight, you can take them on in more manageable waves by
not using the elevator at first. The reward will be a few (but not a lot) of
LION HEART jewels.
Take the elevator down. In the next room, go ahead and refuel by taking the
HAND GRENADE, two packs of HANDGUN AMMO, some SHOTGUN AMMO and MACHINEGUN AMMO
for yourselves. When you're ready, cross the long metal walkway for a scene.
Just when you thought it was safe in the middle of a crazy scientific research
lab, you get attacked! Hit the prompt buttons to save your skin and get ready
for a fight!
BOSS FIGHT
_______________________
/BSAA B.O.W. File - U-8 \_____________________________________________________
|
| Attacks: Claw swipe, claw swipe (dodge), Pincer attack (dodge), spawn bugs
| Weakspots: Exposed red area on arms, exposed head area
| -----------------------------------------------------------------------------
|Gotta hand it to Chris and Sheva. They don't crap themselves in the face of
|such monstrosities. This foe can be tough but the fight isn't if you know what
|to do. His carapace is very thick so you can't hurt him just by shooting him.
|He'll attack mainly with his claws. You can dodge one version of them but the
|other comes quick, so it's nearly impossible to dodge unless you're just not
|that close to him to begin with. He'll also try and grab you with his pincers
|but that you can dodge as well.
|
|Start by claiming the goods around this platform. You can find SHOTGUN AMMO as
|well as two GREEN HERBS, and a HAND GRENADE. So how to hurt him? You can
|probably see quite visibly, the red areas on his two main legs. These are it.
|Shoot at one of these areas with your shotgun or another weapon. This boss
|moves around a lot so the leg is a tough target sometimes. You also need to
|account for when the boss rotates around the platform, as you want to keep a
|safe distance between you and his main claws. Keep firing on the red spot, but
|run away and reposition yourself if necessary. Don't get caught reloading or
|anything like that too close to this guy.
|
|Once you've done enough damage to one of his legs, the boss falls over,
|stunned. Now's your chance to really hurt him. Run up to his mouth (crazy, I
|know), and if you have any Hand Grenades, you have the option to toss one in
|by hitting the prompt button. Do this and it will inflict massive damage. This
|is how you're gonna crack that big shell of his. Make sure you pick up the
|Hand Grenade on this platform. Aim again for his legs, then when he falls a
|second time, let him feast on another grenade!
|
|It only takes two grenades to totally crack open the shell on his forehead. If
|you're low on grenades though, use the one you have on the platform and then
|wait. Damage him by shooting his mouth and the exposed weakspot on his head
|which is his true weakspot. While waiting, U-8 may call on a swarm of flying
|minions. These little critters seem to work together to attack you. A halfway
|accurate shotgun blast puts them down though. They will drop ammo most often,
|and hopefully it will include more grenades.
|
|Once you opened the shell on his head, there are three ways you can go about
|this fight. You can aim primarily for his exposed head with anything you have.
|This can be tough because you have to keep waiting for him to stop moving and
|also dodge his attacks. The other way is to stun him like before by shooting
|his legs. This brings him down and lets you get a good few seconds to shoot at
|his head. This is probably the best way to do it, too. The third option is to
|stun him, and just use more grenades! You've already exposed his weakspot, but
|toss more grenades into his gullet and you can make the fight end a lot
|quicker.
------------------------------------------------------------------------------
Once that's over, watch the scene and the part will end shortly after.
___________________________________
/Chapter 5-2: Experimental Facility \__________________________________________
[RE12]
Items and Intel
o-------ITEMS------o o---WEAPONS---o o-------TREASURES-------o
|Handgun Ammo x4 | |AK-47 (MG) | |Jewel Beetle - 2000 |
|Shotgun Ammo x3 | | | |Lion Heart x4* 2500 |
|Machinegun Ammo x2| o-------------o |Diamond (Pear) - 2000 |
|Incendiary Grenade| o-----------------------o
|Hand Grenade x2 | o---KEY ITEMS---o
|Green Herb x4 | |None | *You may acquire more or less Lion
|Red Herb | | | Hearts, depending on how many the
| | o---------------o "enemies" drop. 3-4 seems to be the
o------------------o average.
Upgrade how you see fit. Depending on what set of weapons you're using, go with
capacity and firepower. Also keep in mind a capacity upgrade equals an instant
refill on ammo if you have a gun that's low.
---
Cross the walkway and open the door at the far end. In the next room, open the
four boxes for goods, then open the door. Go down the stairs and you'll see a
strange sight. You must be thinking, "Zombies with guns? Puh-leeze." And as
soon as you think that, your head has a new hole in it. They weren't zombies to
begin with anyway so whatever.
Take cover and most likely, these guys won't notice you yet. Start by shooting
any of them with a headshot to get the party started. The others should spring
into action. This is a strange scenario for an RE game, but it's fun
nonetheless, using cover and attacking when you can. The Majini here have AK's
and typically fire two short bursts before reloading. Take that opportunity to
fire on them. Kill the three Majini, then proceed forward.
As you get closer to the doorway, two more Majini enter through the door. One
has another AK and the other has a stun rod. You can either run in and take
cover very close by behind the boxes, or stay behind the doorway where it's
safer. If you opt to get close, you can switch to your shotgun to make things
easier. Once the coast is clear, enter and take the GREEN HERB to the right.
Pick up any other loot and open the next door.
To your immediate left will be a few more boxes so bust those open. Move
forward a bit and take cover. You can see more Majini just waiting to ambush
you. Pay attention to their green laser sights and attack when they're
reloading. Once the first one is dead, move up and take cover behind the boxes
as the other fires on you. Two more Majini will come in and get closer with
stun rods, while a third starts shooting from the back. Also note that one of
the stun rod Majini is wearing a metal mask for protection. You know you've
gotten far into the game now, because just like the Island area from RE4, the
enemies are using new methods to defend themselves.
Take out the stun rod guys first before they get too close. Go after the AK
Majini next. Move up and two more AK Majini appear, along with another stun
rod Majini. A co-op partner helps a lot here as you can fend off the enemies
a little better. Either way, do your best and switch weapons if necessary.
Always duck from the AK fire and then retaliate when you see your window. When
it's all over, grab the loot, including the MACHINEGUN AMMO and GOLD near the
front left side of the room. Also grab the GREEN HERB behind some of the cover
boxes. To the left of the exit door is a small nook with some boxes and a RED
HERB. Beware a stun rod Majini showing up from the dark corner however.
Open the door together and then open the boxes next. Proceed down the hall but
take cover before you run out into the open blindly. More Majini are waiting
in the next room. One is right in front of you, while the others await on a
higher platform. Take out the closest AK Majini, then wait patiently for the
stun rod majini to get close. When he's there, whip out from cover and blast
him with your shotgun. Repeat until he exposes his parasite. Continue the
shotgun treatment until he's dead. Move up after that to the boxes and take
cover there.
Wait for the enemies here to expose themselves to you. If they don't you may
have to resort to running up there, which is more dangerous. Toss a grenade
instead if you must. Otherwise, just wait and aim for their heads, except for
that one guy who has a mask on. Try to wait until he exposes his upper body as
well but be careful not to waste ammo.
Ready or not, charge up the stairs. Here's where you really need to prioritize
your targets fast. There's a good chance at least one Majini will be standing
near the back of this area. Two large groups will be charging down the left and
right walkways. As it just so happens however, there are two large red
canisters waiting. When these groups get close, use the canisters to do your
work for you. Take cover at this point and shoot at the red canisters at the
far side to kill off all those Majini back there. When it's all said and done,
pick up the loot and make for the elevator in the back.
After the scene, go down the hall and open the boxes. Turn the corner and as
you probably guessed, you've got a few Lickers here waiting. Again, your
shotgun is best, but take advantage of the Licker's slow response and awareness
by getting the jump on any of them with a rifle or magnum. As they get closer,
try to use the shotgun to flip them over and then go for the heart. Between
the three of them, you should hopefully be able to get at least one LION HEART.
You can always run too if you'd like.
Either way, go all the way down the corridor and turn. The vents should clue
you in as to the arrival points of more Lickers. Again, run if you want, but
you can get their treasure if you want to fight. Deal with the first two and
get a LION HEART for it. Move forward and four more will appear. Now's a good
time to opt for Grenades or anything that will pack a good punch. This is an
ample time to consider running too, but the tight space makes that difficult.
If you take them on, you should get at least two more LION HEART jewels. Move
on now and open the next door.
BEHIND CLOSED DOORS
Turn right and go west down this walkway to the corner where two boxes are just
waiting to be opened. Drop down the nearby ladder and a bunch of Majini will
be ready to attack, including one right next to you. Defeat him, along with
another approaching stun rod Majini, and then use the cover you have. The
other enemies are to the south and the southeast. Stay behind cover here
because one Majini has flash grenades and they will easily blind you for a few
seconds, making you easy fodder for the AK Majini if you're not behind cover.
The flash grenades also make you leave cover, but as long as you don't move,
you'll still be protected behind the walls.
You've got to account for all the crates and stuff on the conveyor belt before
you shoot. Wait for an open shot and when the enemy isn't unloading on you.
Make use of that AK-47 if you still have it as well. Also make sure you look
to the southeast and up at the ceiling. You should see a walkway with the
culprit flash grenade Majini. Fire at the red barrels near him to end that
vexation.
Move down the path now and take out another AK-47 Majini there. Climb the
ladder and shoot the Majini at the opposite wall. Drop down and finish him off.
In the southeast corner, find some boxes. Go to the west side now where the
original attackers were positioned. Open the box near the platform, then go up
and drop down onto the conveyor belt.
This entails dodging some boxes and fighting the opposite directional pull of
the belts themselves. To make things a lot easier, try to stay square in the
center between the two belts. You'll not only move a lot faster, but slip
between all of the boxes too. Keep going until you can climb up the platform
on the right. Throw the lever to stop the belts which will help your partner
or AI Sheva to get up with you. Take the stairs now, and kill the Majini
waiting (he has a mask so no headshots!). Open the door he was guarding to move
on.
To your left will be a GREEN HERB, HANDGUN AMMO, and a box. Take everything,
then drop onto the belt. This one carries a lot of explosive canisters. They
won't go off if you get near them, so don't worry. Focus on running through,
by again staying in the center. Your biggest threats on this part are the
grenade throwing Majini above. They will toss the grenades down and even if
they don't land near you, they can set off the canisters so you it's
imperative that you shoot these fuckers immediately. The first one will be
close to where you get on so be quick, but don't let yourself get pulled by
the belts too much. Proceed forward when the first guy is dead.
More Majini will be charging down the belts at you. Take advantage of all the
canisters and shoot them when the enemies pass by for easy kills. Watch out
for more grenade Majini on the walkways as well. This part can be very
dangerous so try not to rush down the belts. At the very end, two grenade guys
will be waiting, so stay back. Try to aim at their grenades or use a rifle very
fast to dispatch them. Don't underestimate their throwing range either. More
Majini will also be charging at you so let the red barrels do the work for you.
At the end, climb up the platform and throw the switch, though it doesn't help
you at all now. Go down the stairs and open the boxes behind you.
[BSAA EMBLEM #24]
Check the open dumpster near the bottom of the stairs (left from the stairs)
and peer inside. Shoot the emblem in here.
Once you're ready, move west and search the tables here for an INCENDIARY
GRENADE. Read the note and it will heavily foreshadow what awaits you. Open the
silver case to receive the SIG 556, which is a really sweet MG. Like the AK,
this is worth holding onto in your main inventory even if you're focusing on
upgrading the VZ61. If you have no room though, store it in the Inventory
later.
Go up the stairs and ignore the lever. The power is out, so restoring it is
your new objective. Go north for now and down another staircase to a walkway.
This leads to a rather uncomfortable place. Just continue on take the
MACHINEGUN AMMO on the box before walking down the adjacent walkway. Up the
stairs you'll find the two levers that will restore power. Throw them together
and then make your way back to the belts.
You'll hear a very unsettling sound though. Proceed cautiously back into that
messy area and surely enough, something has appeared. Meet my most hated enemy
in this entire game. They're called Reapers, as the note told you earlier. You
might consider that they resemble Salazar's "pets" that Leon had to tackle in
RE4. These guys are much more dangerous however. They typically swipe at you
with their claws. Let them get too close though and they can instantly kill you
with a very annoying attack. Its weakness is the white/yellow growth on its
chest. It only flashes it every few seconds though so fire on it with your
shotgun. This stuns the creature, revealing another one. Shoot at it again with
your boomstick to expose one more. Shoot this one and the creature bends
backwards, exposing its chest growth again. Fire on this but beware the Reaper
as it lumbers forward and swipes at you. Keep shooting the chest when you
can and kill it. You'll get a POWER STONE for your efforts. I REALLY hate
those things...
Anyway, return to the belts and operate the lever now to get them moving. As
you can see, it's littered with bodies. Some are alive, some are dead. Drop
down and make your way to the right. The ones that are alive will leap at you
if you're close enough, which besides being a bit of a shock, will halt your
progress. Get your partner to help if this happens. It seems you can keep them
from attacking for a few seconds if you shoot them before you reach them, but
this is a good way to waste ammo. Just do what you can to avoid them while
making your way forward. As you proceed though, look out for two of these guys
that are holding treasure to pick up. You can get two DEAD BRIDE'S NECKLACEs
from them. When you near the end, get into the right most belt lane, and wait
for the boxes to pass. Chug your way up the belt (if you're injured, you'll be
moving at a snail's pace) and climb up the platform.
At this point, run up the stairs and throw the lever to stop the belt if you
need to give your partner or AI Sheva a hand. Open the boxes before the stairs
for some goods though as well. When you're ready, proceed through the next
door.
Go around the hallway and drop down. Four boxes are waiting. As you can
probably guess, something big is coming so stock up. One of the boxes may have
FLAME ROUNDS for your Grenade Launcher. This is a good time to quit to the main
menu (choosing to save your inventory though of course while doing so) and
then hitting continue to manage your inventories. Load up those FLAME ROUNDS
into your Grenade Launcher if you want. Doing this also lets you pilfer those
boxes again when you load your save.
Proceed through the door with teamwork and then get ready.
BOSS FIGHT
__________________________________
/BSAA B.O.W. File - Uroboros Mkono \__________________________________________
|
| Attacks: Arm attack, arm detach attack, lunge
| Weakspot: Three cores
| -----------------------------------------------------------------------------
|This guy again... Well, he's a little bit improved from the first one you
|fought. He'll attack with his arms again which only means at close range. You
|can dodge some and not others. He has a bit of a long range attack this time
|though. He'll detach one of his arms and send it at you. You can dodge this
|pretty easily and it's important you do. The boss also has a knack for
|disappearing and transporting around the room, especially when he's in
|danger. Pay attention to his location on your map.
|
|This guy's weakness is three cores inside him that are connected by "stems"
|that hang high above his body when exposed. The trick is getting them out of
|there. You have to do a lot of damage to him to do it. The most aggravating
|problem is that the cores do not stay exposed very long the first couple times
|they appear. They disappear almost immediately so you have to make quick shots
|(shotgun) on them. As the fight progresses, they'll stay exposed longer.
|
|To do this, start by backing up a bit and toppling over the red canister.
|When he absorbs this, shoot at it and that will instantly weaken him to expose
|his three cores. Shoot on them fast before they disappear. Back away now.
|
|You don't have a furnace this time around, but you do have a portable
|substitute. A minute or so into the fight, you'll see the flamethrower is
|ready. Grab it from the east wall (you can have your partner do this but try
|not to let AI Sheva do it) and let loose on the bastard. The flamethrower
|requires you to be close so be careful. Aim particularly at his arms and try
|to lop them off. Once he's armless, keep firing (stay close but not too close)
|until his weakspots are exposed again. Once they are, fire at these with the
|the flamethrower too. Remember to stay close and aim high to hit them. When
|you run out of fuel, place the flamethrower back on the dock where you go it.
|It will recharge slowly so in the mean time, find another way to kill this
|thing.
|
|There are two other red canisters around the stage. Topple these over and
|use them to expose those weakspots inside him. Hopefully you can shoot off at
|least one before the flamethrower is ready again. Once it is, use it to break
|through his defenses and expose the cores again. Keep this pattern up.
|
|Do whatever it takes to stay alive. He'll send his arms at you and if you let
|him get too close again, that means instant death. The arms particular can
|be trouble if you turn your back on the guy. Luckily, there are dodge buttons
|to use. You can also avoid them if you are just far enough away and back up
|even further.
|
|There are a few useful items around the room, including a FIRST AID SPRAY in
|the northeast corner. Grab everything now or else you'll miss it. Watch as
|the boss transports around. When you manage to lop off his arms, he tends to
|run away more often. Track him down and lay down more punishment.
|
|When you lop off his last core, or if you do enough damage to him with the
|flamethrower, the bastard will finally die and victory will be yours.
------------------------------------------------------------------------------
Once you're done, watch the scene and this part will be finished.
________________________________________
/Chapter 5-3: Uroboros Research Facility \_____________________________________
[RE13]
Items and Intel
o-------ITEMS------o o---WEAPONS---o o---------TREASURES---------o
|Shotgun Ammo | |PSG-1 (RIF) | |Sapphire (Marquise) - 3000 |
|Machinegun Ammo x2| | | |Power Stone x2 - 5000 |
|Magnum Ammo | o-------------o |Jewel Bangle - 1000 |
|Acid Rounds | |Royal Necklace - 5000 |
|Green Herb x5 | o---KEY ITEMS---o |Chalice (Gold) - 3000 |
|Red Herb | |None | |Topaz (Brilliant) - 2500 |
|First Aid Spray | | | |Emerald (Brilliant) - 2500 |
| | o---------------o |Sapphire (Oval) - 2000 |
o------------------o |Sapphire (Brilliant) - 2500|
|Emerald (Oval) - 2000 |
|Heart of Africa - 10,000 |
| |
o---------------------------o
Go ahead and get yourself ready. This will be a tough end to the chapter. Make
sure your ammo and goods are well distributed between you and your partner.
You might want to consider bringing along the Grenade Launcher or the Magnum,
or even both. As for upgrades, your shotgun or an MG or whatever you want will
do fine.
---
There's nothing left in this room, but for fun, head over to the west end to
the chair where Mr. Uroboros was previously sitting. You or your partner can
sit in it like Leon in Saddler's throne in RE4. Cool, I guess. In any case,
make your way for the open door to the north.
[BSAA EMBLEM #25]
Inside this room you see some large spinning fans on the wall. The right fan
has something hidden behind its blades at the top. Take a peek near the top
and you should see the emblem.
Climb the ladder and go straight
across into the corridor (going south) to reach the observation room where
Excella was. In the corner you'll find SHOTGUN AMMO and MACHINEGUN AMMO, as
well as a document to read. Opposite that, near the door, open the safe to get
a nifty SAPPHIRE (MARQUISE). Leave now and go left at the fork.
Go up the stairs until you find some MACHINEGUN AMMO at the last corner. Grab
it and turn, making your way toward the door.
WHEN ANSWERS WON'T COME
In the next room, turn to your right and open up all the boxes here for some
goodies. When you're good to go, head down the hall and open the yellow door.
Prepare for a fight.
Take cover immediately. At least two Majini will shoot at you from the walkway
in the distance. AI Sheva won't be of much help here but if you have a partner
they can try to snipe them while you go for more normal shots. There's only two
at first though, so it should be too tough. Just remember that they shoot in
two bursts, then reload.
When you can, move up to the next piece of cover. Enter the nearby door first
though. Inside are a bunch of boxes to crack open for much needed goods and
ammo. Return outside and take cover again. By now, more Majini should have
shown up. The pipe on the left may be in your way though so leave cover if
necessary, but only when they are reloading. When the danger is over, go around
the walkway to where they were. On your way there though, a Reaper will drop
in on you. Son of a...
You have no room to run past him like before so don't even think about. You've
got plenty of room to back up though so keep doing that until he exposes that
weakspot on his chest. Fire immediately to send the overgrown cockroach into
his stages of weakness, popping each weakspot in succession. When he finally
exposes the chest one again, keep shooting until he dies. Keep backing up if
necessary and hopefully your partner or AI Sheva will back you up. When it
dies, it drops another POWER STONE. Schwing!
Return to where the Reaper appeared. Take cover because more Majini across the
way should be firing at you about now. One with a stun rod will come across the
gap to charge you directly so watch out for him. Stay back here and move only
slightly so as to coax more Majini out of hiding. Stay behind that piece of
cover though. Wait for one to come out of the room on the east as well as one
or more on the walkways nearby. Watch for yet another stun rod Majini to come
at you as well. Once the music dies down, you're free to go.
Hop the gap and then turn left toward the east wall when you can. Pick up any
nearby loot then approach the door here. It's possible you may get attacked
on your way to the door, but this is rare. If you do, skip to the next
paragraph, though you really don't have to.
Inside you'll find a few boxes, but also a RED HERB. Inside the suitcase,
you'll find a PSG-1. You can use that against Sniper Wolf! Now hurry, and....
never mind. The PSG-1 is a very nice rifle. If you plan on keeping the S75 to
upgrade, store the PSG-1 in your inventory later. I like the sight system and
it's a good gun still, so consider making it a permanent addition to your
inventory if you are so inclined. Pull the lever here to activate power for a
nearby console with another lever that we'll be using very shortly.
Sure enough, another damn Reaper appears as you exit the room. Back up again,
as far as is necessary and let him have it with your shotgun. If you are low on
shotty ammo or just really want to save it, consider your MG. Squish the
bug and you get another POWER STONE.
Make your way to that activated console and some uninvited guests will show up
out of nowhere. One is a fat Majini so make him your first target. They're
riding a large elevator like platform that goes across a gap. You can easily
take advantage of this situation with a partner by having one of you use that
lever to stop the platform temporarily. The Majini on the other side will just
pull his though and get it moving again. You can keep playing a game with him
though to at best, stall the platform. Meanwhile, you or your partner can pick
off the enemies. Make things even easier by shooting out the lever operator to
completely stop the platform. Deal with the enemies and collect the JEWEL
BANGLE from the fat guy.
Now you get to make a decision. Either have Sheva operate the lever while
Chris rides the platform (preferred for solo) or send Sheva to do it. If you
have a human partner, have the one who is staying behind hold onto a sniper
rifle. Going as Chris you better be prepared. When the platform begins to move
a Majini will fire on you from the right with his AK. Have your human partner
immediately pick this guy off. If you're playing solo, you'll have to do it
yourself most likely. The biggest threat however is when the platform stops and
two guys with shields come at you from the left and right.
It's imperative you have the AK guy taken care of. A human partner helps a lot
here. If he's dead, focus on the shield guys. Try to force your way past one
so they don't both trap you on the platform. What makes these guys really
dangerous is that they both have parasites and if you let them trap you as I
warned about, you're in trouble, especially since your partner can't get to you
fast enough. Stay back and use a Flash Grenade to make it easier if you have
it. Otherwise, blast on their parasites with any other weapons you have.
Throw the lever and send the platform back. When your partner gets on, throw
it again to bring them to you. While you're waiting, explore the area to the
west, hopping the gap in the walkway to do so. You'll find a few boxes and a
GREEN HERB here. When you and your partner are reunited, go the other way,
east.
Here, you'll get a quick scene as more enemies appear. Some will be coming at
you close range. Try to have your partner deal with them. Staying behind cover
is important though because two of these guys have rocket launchers and they
sting. A lot. Have the person with the sniper rifle try to take them out from
behind cover. They take a long time to reload so use that window to your
advantage. They have masks on though so go for other shots to kill them. One
of the rocket guys will become a parasite and he'll quickly make his way to
you so be prepared for that. Once that threat is over though, focus on the
Majini trying to get close to you, including bug head.
Take cover again because one more rocket launcher Majini will likely appear.
Use the same tactics of hiding and then firing with your sniper rifle when it's
safe. Now hurry toward the cabin room they were all standing near. Prepare a
grenade and kick open the door. Quickly toss it in and back away to let the
door close. Hopefully, the grenade will do most of the work here. If not, or
if you have no grenades, you have to deal with the Majini the harder way. Let
the shield guys come out to you on the walkway and go for their knees or
whatever else you can hit until more parasites appear. Use whatever you have
at your disposal (shotgun preferred) to kill them. Mop up the last two Majini
in here, including another rocket guy.
Inside, collect the goods. Make sure you grab the ROYAL NECKLACE just to the
right of the door as you enter. Also take the GREEN HERB on the console. Read
the documents near the sofa if you want, then move out the door. Go around the
corner and open the door leading to the next area.
Go forward and pick up the GREEN HERB. Turn and open all the boxes here for
other assorted goods. Go east now, all the way down the walkway into what seems
like a familiar room. Open the boxes on the right, then go down the staircase
to the center platform.
[BSAA EMBLEM #26]
Before you do anything else, you should get a tricky emblem. If you get the
lift moving you can still get this one, it'll just be a lot tougher. Go to the
side of the platform and look toward the east. You should see a little balcony
platform that will come into play soon. Underneath this platform is the emblem.
By underneath I don't mean on the wall, it's like on the floor, just underneath
if that makes sense. Use your sniper rifle.
Find the monitor near the edge and pull both levers to get the platform moving.
Thus begins a somewhat tricky journey.
The platform will rotate and rise up. It's movement will soon be impeded
however by Majini on the far sides of the room throwing override levers to
stop you. When they do, the platform rises and spins much slower. This not only
makes things take longer, but it makes you an easier target for their guns.
First off, this part is annoying because it's tough to get the platform moving
again. Doing so requires you to kill the Majini who has his hand on the lever
(which is no easy task). The platform may have slowed but using your sniper
rifle (the only gun that really doesn't require luck here) is not easy with
the horizontal movement. It takes a lot of getting used to, but you can try to
aim your crosshairs to the left of your targets and then fire when the platform
movement lines them up automatically. It's still not easy though.
The other way is to just stay in the center and use the column here to provide
you with cover as you wait. Eventually, the platform will speed up again after
a minute or so. You can also hide here and try to snipe them as in the first
strategy.
Either way, the platform will be stopped a second time so again, aim for the
Majini operating the lever. When it gets moving again, use the column to
shield yourself from gunfire. As you near the top stay with your sniper rifle
and use the column again as a shield. Five Majini with AKs will be waiting
on the staircase. Stay back and use the column to block most of their shots,
then aim at them through openings. Some have masks and others don't so pick
your targets and drop them all. Once you're done, go up the stairs and collect
all the dropped goods. Go down the walkway into the next corridor. Approach
the door to reach the next area.
THE MOST DANGEROUS GAME
This is the last room you need to get through but it's by no means a cakewalk.
The ruins in front of you are reached via a drawbridge which just so happens
to be raised right now. The controls are in a nearby building which just
happens to be locked from the inside (what fiend planned all of this?!). Your
only alternative? Take a lift up and try to enter from the top. Go to the
north side of the building and open the box. Operate the lever here to activate
another lever near the lift.
[BSAA EMBLEM #27]
Before tugging on the lever, look down the shaft from the south side (you can
get a better view this way). On the right (east) side of the elevator shaft is
this emblem.
Now here's where you need to make a choice on who to send. The goal here is
to go across the upper ledge, all the way around to reach a large blue
container and push it slowly out of the way until the person can drop into the
building. The problem? A ton, and I mean a ton of Lickers will be attacking
that person from the scaffolding. If you're going solo, you can send Sheva
and just provide her cover with your sniper rifle. She usually gets the job
done so you don't have to worry.
If you decide to go, you can choose to try and destroy all the Lickers like
before. This is not easy at all though. If you decide to do this, I highly
recommend coming prepared. Bring the Grenade Launcher for one thing. Also have
a slot open (you'll see why). Have several grenades ready, and even some
proximity mines will help a lot.
I'll be assuming you're sending Chris up so have Sheva operate the lever and
send him up. As Chris, make your way forward across the scaffolding. Two
Lickers will appear. Try and kill these two, just to make it easier. Use your
shotgun (or magnum to be quick about it) and move on. More will soon appear,
so here's where you start running. When you reach the corner, quickly pry open
the box here to get some ACID ROUNDS (this is why you opened up a slot). Now
go across and hurry to the other scaffolding. This is where the blue container
is.
-If You Are Running-
If you just want to get the hell out of here. Get to that container and start
pushing! If you have a human partner this is great. Have them provide you
cover from a safe vantage point with the sniper rifle. Your partner can help
out tremendously by shooting the Lickers off the wall as they climb up. The
stronger the gun, the easier this will be. Doing this means less possible loot
though, if you knock off a lot of them. You can help yourself too by trying to
delay the Lickers with proximity mines placed along the scaffolding. Keep
pushing until the path is open. Drop down into the building and regroup with
your teammate to finish the Lickers off (or run across the bridge after
throwing the lever).
-If You Are Fighting-
If you want to stand your ground, start by planting some proximity mines on
the scaffolding. If you have a human partner (which is really helpful), they
can use their sniper rifle to aim at the ruin walls and snipe the Lickers as
they are climbing up. One shot from a rifle or magnum knocks the critters off
the walls and greatly decreases the amount you have to deal with. As the mob of
Lickers draw closer, use the Grenade Launcher and/or Hand Grenades to fend them
off and soften them up. Stay out of range of their tongues and use your magnum
or shotgun to finish them off. The Acid Rounds for the Grenade Launcher do a
pretty decent job.
Another tip to keep in mind is that when you move forward and trigger the
second Licker ambush, if you stay on the left side of the room and don't go
along the north side, the number of Lickers that attacks will be greatly
limited. You can reduce the overall number by staying put and just dealing
with the ones that appear for now. Then, when it's clear, move up and the
rest will soon follow.
If you have the opportunity, open the three lockers inside the building to get
a CHALICE (GOLD), a FIRST AID SPRAY, and some MAGNUM AMMO.
Go across the bridge. Look up above the opening of the next hall and you should
see a sparkling gem. Shoot it down for the TOPAZ (BRILLIANT). Now, move forward
and open the door. A fateful encounter awaits.
***SPOILER WARNING***
Watch the next scene before reading on!
BOSS FIGHT
___________________________________________
/CLASSIFIED S.T.A.R.S. File - Albert Wesker \_________________________________
|
| Attacks: Rush kick combo, kick attack, gun shot
| Weaskpot: None
| -----------------------------------------------------------------------------
|Yes, this is actually a two-on-two fight. Your real opponent is Wesker
|though. Jill is just a bothersome fly with a gun. Wesker on the flip side,
|isn't very aggressive. He'll slowly and dramatically make his way toward you
|and if you actually let him get close, he'll unleash some powerful kicks and
|leg sweeps. Shooting at Wesker proves to be utterly futile as his Matrix like
|dodges let him avoid just about every bullet. Shooting at him from a distance
|though, often makes him prepare his running attack. He'll bend his knees and
|prepare to charge you. When he gets in close range, Wesker will unleash a
|devastating combo attack. This can be countered though using either Square
|or on some occasions, X.
|
|The fight has two stages. The first is in this main room with Wesker and Jill.
|You can force the fight to relocate by running to the metal door on the east
|side however. This forces a cutscene in which Wesker kicks Chris through the
|door. Doing this starts the second phase. This is entirely optional however
|and you don't have to go through the door at all. It is highly recommended
|you do though, for several reasons. Also, getting even remotely close to the
|door during the fight will cause you to go through.
|
|The most important reason for leaving this beginning room is to escape Jill.
|She will get on your nerves very quickly with her VZ61. If you have a partner,
|they can keep Jill busy by aiming at her, often causing her to roll out of
|the way. Try to avoid shooting Jill though, because if you hurt her too much,
|you get a Game Over. AI Sheva is utterly useless in keeping Jill busy though,
|so on solo, Jill's annoyance is aggravatingly higher.
|
|Start the fight by going to the staircase behind the pair and grabbing the
|two GREEN HERBs. Go up the stairs too and on the southeast corner balcony,
|break open the vases here. One will have an EMERALD (BRILLIANT). Good. Now,
|let's focus on the fight.
|
|As I said, this fight is a lot harder in this room because you have both Jill
|and Wesker to worry about. The best thing to do is make a break for the door
|as soon as you have all the items you want. Once Wesker kicks Chris through,
|the fight suddenly becomes two separate one-on-one battles. Chris will be in
|a little maze-like corridor with Wesker on his tail. AI Sheva will volunteer
|to keep Jill busy. If you have a partner, they should also offer to take care
|of her.
|
|As Chris, run away from Wesker and break open any vases you find along the
|way. Hurry straight ahead into the room you see. As you enter, spy the small
|pot on the shelf on your right. Smash it open and claim the SAPPHIRE (OVAL)
|inside. Turn left and in the adjacent room you'll find a large chest. If Sheva
|followed you in here, you can have her help you in opening it. If she's back
|in the main room, you might not get any help. Open it to find a SAPPHIRE
|(BRILLIANT), an EMERALD (OVAL), and a L. Hawk which is a shiny new magnum! Now
|that you have that, you can actually focus on the fight again.
|
|This duel will end one of two ways. Either you survive for the seven minutes
|Wesker allotted you, or you take the offensive and weaken him enough. The
|latter is obviously more difficult and requires some preparation and cunning.
|Weakening Wesker is all about damage. The better your guns, the quicker the
|fight will end. The best choice is a well upgraded magnum. Hurting him is the
|tricky part, because as you have gathered, Wesker has dynamic reaction time.
|
|If you put enough distance between you and Wesker, he'll stop and talk. These
|are the moments when he is vulnerable. Use your map and note his location. The
|best strategy is to use the chest room as the center and just go in circles
|around it. Use the option to take cover behind walls and eye your map as
|Wesker draws closer. Wait for him to stop in place and look around. Take this
|chance to fire at him a few times. After a few hits, Wesker will rush you. If
|you want, get off the wall fast and counter his attack. If you stay on the
|wall though, you might be protected. Run away fast though. Run around the
|L. Hawk chest room and use it to lose Wesker again. Once he's lost you, you
|can attack again. Here's a map to help you get an idea of the chest room
|strategy:
|
| Fig. 1
| Key: /\ = Wesker o = Sapphire (Oval)
| --> = Recommended path [X] = Chest with S. (Brilliant),
| # = Wall E. (Oval), and L. Hawk
| # #
| # #####################################
| #
| # /\ ------>------>------>------ #
| # #
| ########################################
|
|
|
|
| Fig 2.
| Key: /\ = Wesker * = Recommended Attack Point
| # = Wall
| # #
| # #####################################
| #
| # /\